lonequeso 1,921 Posted October 27, 2015 (edited) I'm not sure if this would require a script or not. I want to set up a Troop Event that randomly swaps the position of the battlers every turn or two. The battle plays similar to a shell game. One is the actual enemy; the others are clones.All three are separate enemies in the database that look identical, and have the same names. How can I switch their positions in battle? Edited October 27, 2015 by lonequeso Share this post Link to post Share on other sites
devonm0 37 Posted November 2, 2015 I have a method in mind, and while I don't now the specifics of what you're looking for, it might not matter with this method. What I'm thinking is that instead of using three separate enemies, use the same enemy three times and apply a state to each of the clones. This way, when you want to change the order of the enemies all you have to do is have variables memorize the current HP and current MP of each copy, use another variable, one with a random value to decide where the real one will be relocated to, and then use the variables mentioned above to adjust the HP and MP of each version of the enemy so as to continue with the illusion that they've swapped places. Don't forget to adjust the state bearers based on the number that comes up in the RNG. This SHOULD work, but I haven't tried it so let me know if something happens that you find unfavorable. Share this post Link to post Share on other sites
lonequeso 1,921 Posted November 3, 2015 Sounds like it will work in theory. That's a really slick way to it. I can use the state as a condition to change up the way the clones attack as well. I got three whole days to play around with it. I'll let you know if it works or causes my PC to sponatiously combust. Share this post Link to post Share on other sites
lonequeso 1,921 Posted November 6, 2015 I tinkered with it. I'd need lots and lots of variables and lots and lots of conditions. I'd need to make variables to account for states, duff/debuffs, too. Plus, 3 enemies that can be in 3 different postion equals 27 Conditional branches just for their placement. Too much work to put into a single boss. Question! I wasn't conscious enough to try this last night. Would using enemy transform save all the buff/debuff and state info? If so, that would be easier to handle. I also made a post in Script Requests to see if there's a script that can just alternate their positions using script calls or the "Script" option in Conditional Branch. Share this post Link to post Share on other sites