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Add more drops, variance on stats, gold, exp, sprite size, and sprite hue, and also add an icon property to enemies.

! SEE BOTTOM OF POST FOR UPDATES !

Hi all, introducing [CGMZ] Enemy Upgrade!

This plugin adds more options to your enemy database parameters. You can have variance on just about everything, from each individual stat to the exp and gold drops. Using this, you can make your enemy vary slightly in how hard it is each time the player encounters one, and you can also make them drop a range of gold. For example, maybe your soldier enemy drops between 25 and 50 gold each time one is defeated, instead of always dropping exactly 25 gold.

This plugin also adds hue and size variance for enemies. You can make each enemy have a random hue within a certain distance from its base hue, and you can also make the enemy scale in size slightly from its base size.

This plugin adds more drop items, and more control over your drop items. You can now add as many drop items as you want to an enemy, and use a percentage based system instead of the denominator format default drops use.

Finally, this plugin can add an icon property to enemies. This will allow you to have an icon appear before an enemy's name in battle (and later on in CGMZ plugins). Currently, this works by appending an icon text code to the enemy's name, which means you will need to have another plugin that can display text codes in the battle windows such as [CGMZ] Text Codes Everywhere.

Have a feature you'd like to see added? Leave a comment below with your suggestion, or use the #suggestions channel in the Casper Gaming Discord.

Happy RPG Making!

This update adds the option to have multiple alternate images for your enemies. This is useful in case you have a more generic enemy, such as a goblin, soldier, etc. and want to have multiple possible images for the enemy but only use one enemy database slot for that enemy. When the enemy is encountered, the plugin will search for alternate images and then randomly select one to use during the fight. Believe it or not, all enemies shown in the below image are the same Goblin enemy in the database:

This version adds a flavor list parameter you can add to enemies. This allows you to create a list of flavor ids and corresponding data which will then be associated with an enemy. It will allow you to make custom data on enemy objects, for example if you want to create a Location parameter on each enemy you could do that via this feature.

A plugin command to get this flavor data into a game variable which can be used in calculations or printed via text code is also provided.

This version adds "special" versions of enemies. This is a way for one enemy to automatically take the place of another enemy. This allows you to make rare collectible versions of enemies, or just a way to randomly increase the difficulty (and rewards!) of battle when a special version of the enemy appears.

You provide the special enemy id and the chance it has to replace the normal enemy, and then the enemy has that chance of being replaced whenever it is encountered.

These are separate enemies in the database, so your special enemies can have their own move set, drops, stats, etc.

This version adds a rainbow visual effect option for enemies, which will cause them to constantly rotate their hue by 1. See below gif for how it can look:

This update also added a Note parameter as the first parameter in your enemy data. This is not used by the plugin (but does get passed to the JS enemy upgrade data object). Instead, it is meant to help you recognize from the list which enemy is which, or to show any notes you want to record down for your convenience.

This version adds an integration with [CGMZ] Difficulty, so your enemies can automatically be replaced with different versions for different difficulties. This can allow you to totally fine-tune enemy stats and other properties for different difficulties.

This occurs before the special version check, so your various difficulty versions can still have special version chances.

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