Thread:FixSRwiki/@comment-46261745-20200811012110/@comment-46261745-20200811225441

It was! I used the wiki page to understand what in the world the 'monsters' and 'monstersB' functions were doing... turns out the 'monsters' function sets random sets of enemies within preset groupings, as predicted by the wikipage, and monsersB  function let's you script in. specific enemies with their CG - you could even script in a Rance monster if you wanted... However, when you use monstersB, you can't make the difficulty scale on different difficulty levels, and you're locked into monstersB for that whole floor, rather than monser by monster. MonsersB also does not appear to be affected by the dungeon scout skill. I assume this might have been the original intent of ranking? And when they implemented at a monster by monster level in the 'monsters' function, they just dropped it?

In addition, there's an added function that let's you rename specific monsters depending on which of the 6 positions they are in, to give monsters wacky names.

The rest was a bit more complicated though... fortunately the item assignment was alluded to in your 100 issues blog, which helped. And not alluded to in the wiki were are 'hidden' functions ＴＴ迷宮背景 and 合戦／初期化／背景ＣＧ, which you need to define the CG backgrounds for battles and between dungeon levels. Then there's the  ゲーム初期化  to define the floor maximum and the rest is just done in the event selection group, so that's easier.

Now that I know the steps though, it does make all dungeons highly modable, and the process replicable.

The remaining problem I have is simply CGs and sprites... wish I was an artist... I've just put in a placeholder for the 'Mermaid Queen' for now... but don't have any CG or sprite fo her, nor for Keikoku's uncursed form... Guess I could simply kill her off or use the generic grandmother type CG for her after she's uncursed...