[RMVX ACE] RANDOM DUNGEON GENERATOR AND ENEMIES

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I have a question about scripts which randomly generate dungeons.
I tried Neon Black's Dungeon Generator Script v1.0 and wondered how I could place enemies on each floor.
Strong enemies should appear on deep floors but I don't know how I place the strong enemies on the deep floors and now the same kind of enemies always appear on every floor in my game.
Does anyone know how to solve the problem?

http://forums.rpgmakerweb.com/index.php?/topic/5478-random-dungeon-generator-with-demo/
So, I take it that the script creates random dungeon floors one at a time as needed, rather than all at once? If that is the case then, as usual, I have an event-based solution, but no idea how to do something with scripts.

You could have the transfer event to the next floor increase a variable called, say, "Dungeon Floor" by one (starting at one) to indicate what floor you are on. Then, you have battle troops start with an arrangement of invisible, unnamed enemies and run an event on turn zero of the battle processing for that troop. The event should use a conditional branch to check the floor variable and then use the 'Enemy Transform' command to change the placeholders into floor appropriate foes. You could still have different arrangements of placeholders as different troops and have them transform into different things.

There is a potential drawback in that all of this will happen after the 'X has emerged!' message appears (which will not be a problem if this happens to be disabled, e.g. through Yanfly Ace Battle Engine). Without the message I couldn't tell that there were initially invisible enemies, but maybe with a bunch of conditional branches it might take longer to process and then you might be able to notice. I'm not sure.I suppose you could name the placeholders 'Enemies' so that the starting message would be 'Enemies emerged!' before they appeared, but that might be a little strange. It might also be somewhat difficult moving the imageless placeholders around considering the box representing them will be so small, not to mention that if enemies of drastically different sizes are represented by the same placeholder that may lead to strange looking troops later on.

Somebody else will probably come by with a better solution...
I've been looking for scripts to solve the problem but haven't found any yet.
I'll follow your advice and will fix the details.
Please let me know if you find better ideas.
Thank you for help!
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