DYNBATTLERCHANGE

A DynRPG plugin to transform enemies at start of battle and reposition battlers

The DynBattlerChange plugin allows enemies to be transformed according to the values of RPG Maker 2003 variables at the start of a battle and/or by comment command. It also allows battlers (both enemies and actors) to be repositioned according to RPG Maker 2003 variables. This allows run-time customization of enemy groups (aka troops), freeing designers from having to define enemy groups in the database for every possible combination of enemies they might want to use in the game. This is also extremely useful for projects involving ambitious amounts of battle event scripting, because a single enemy group can be used to implement a combat system, rather than having to put the same scripting into hundreds of different enemy groups (which, on top of being difficult to manage, is a surprisingly big source of database bloat).

Change Log

v1.2.1 (10/03/2022):
  • Fixed a bug in the @dynbattlerchange_reposition_party_member comment command which would cause the game to crash when a non-existent party member number was used.
  • Removed some unnecessary code tracking the original positions of actors (no longer needed because the plugin no longer changes the database battle positions of actors, only the working battle positions).


v1.2 (01/17/2022):
  • Changed @dynbattlerchange_reposition_actor comment command to be usable during battle (turns out it's possible after all!)
  • Changed @dynbattlerchange_reposition_enemy comment command to use default position as found in database when the enemy's position variables have negative values.
  • Added @dynbattlerchange_reposition_party_member comment command to allow repositioning of actors according to party position instead of database ID.
  • Added @dynbattlerchange_get_party_member_position, @dynbattlerchange_get_actor_position, and @dynbattlerchange_get_enemy_position comment commands to allow retrieving current position of battlers.
  • Added FirstPartyMemberPosVar configuration option in DynRPG.ini to allow setting the variables which are allocated for party member positions.
  • Added RepositionPartyMembersAtBattleStart, RepositionActorsAtBattleStart, and RepositionEnemiesAtBattleStart configuration options in DynRPG.ini to allow repositioning battlers at battle start. RepositionAtBattleStart is retained as a subordinate synonym of RepositionEnemiesAtBattleStart to prevent existing projects from breaking, but is deprecated for future use.


v1.1 (08/19/2016):
  • Changed plugin behavior to ignore "at battle start" configuration options when the game is run in Test Battle mode.
  • Updated documentation according to above behavior change.
  • Updated links to DynRPG website in documentation.


v1.0 (09/06/2015):
  • First public release.

Details

  • 1.3 MB
  • 211
  • 02/21/2024 08:54 PM

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Posts

Pages: 1
August 19, 2016: uploaded a version with the following changes:

  • Changed plugin behavior to ignore "at battle start" configuration options when the game is run in Test Battle mode.
  • Updated documentation according to above behavior change.
  • Updated links to DynRPG website in documentation.
Hi, is there any way to implement a way to cause monsters to become hidden at runtime? With this plugin, I'm using one single battle group with 8 "dummy" monsters so there's no issues with them appearing at runtime. However I have some battles where certain forms of a monster are hidden and don't appear until certain conditions are met. But they don't start the battle hidden, and you can't hide them with event commands. Do you get what I'm trying to say here?
Sure, that's quite easy. Any monster whose ID variable is set to 0 will be set to hidden by DynBattlerChange at the start of the battle (assuming you have the "Transform at Battle Start" option turned on). The details can be found in the "First Enemy ID Variable" section of the readme.html file.
Thank you!

EDIT: When I set their initial value to 0, how do you make it so the correct monster shows up? I tried setting their ID vars to the correct monster ID before showing hidden monster, and they came up as the dummy monster.

EDIT 2: Nevermind, I'm stupid. I figured it out.
Pages: 1