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> World map encounters, How to encounter different enemies at different areas
Exuriel
post Dec 28 2011, 06:36 PM
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Hello, i need help in the matter of having different enemies put out over the world map in my game.
As it would seem it does'nt have the Create area thing that RPG VX have. (Sadly started with VX before Xp).
So is there any other way around to place different mobs on different isles and such in the game? Because it'd not work
out very well having the let's say "last isle" encounters on the very first isle.

So my question is, what is the best way on RPGXP to place out different enemies on a world map?

Ps. I'm well aware i posted this in the RGSS Script Support unfortunately so i apologize for that (In case anyone came across this topic in that section.)
Thanks in advance!


//Exuriel


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Exuriel
post Dec 28 2011, 08:26 PM
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Hmm yes that's why i find this rather crucial. As it happens a player will know where-at these specific enemies are placed out (Makes me think of FF1 in a cave where a specific corner wouldn't allow you to take 2-3 steps to there or from there without encountering the one and the very same enemy over and over.)

I don't fear the matter of how tedious it may be come, one ought to have patience. However it is true it would cause a somewhat lag to use huge amount of events which is what i'm trying to avoid by finding more simplified solutions.

Anyhow i believe i'll go and take a look inside the Script submission sections and see if i find any leads towards that which i am troubled with. While doing so i'll hope there'll be more replies eventually from here and there that may help as well happy.gif. Thank you the reply amerk!

This post has been edited by Exuriel: Dec 28 2011, 08:27 PM


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Jens of Zanicuud
post Jan 5 2012, 10:21 AM
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Ok, I actually had a rather simple idea to deal with your request.

I think you can bound enemy encounters to the terrain tags.

e.g.
terrain 1: woods enemies;
terrain 2: cave enemies;
...
terrain 7: demons

I have actually made a script which can extend terrain numbers up to the actual tile number of a tileset, you can find it here:

Extended Terrain Tags

(this means: more variety in enemy groups)

If you need a script to do this, I could make it in no time...
Just ask and you'll be given that smile.gif

Hope this can help.

Jens

EDIT:

Here's the script...

Tell me if it works properly.

CODE
#------------------------------------------------------------------------------
# ** Jens of Zanicuud's world map encounters script
# Credit needed, customize it as you like.
#------------------------------------------------------------------------------

WORLD_MAPS_ID = [10,20]   #Id of the world maps
TROOP_LIST = {            
1 => [1,2,3],             #terrain 1 => associated troops id
2 => [3,7,12],            #terrain 2 => associated troops id
}

class Game_Map
def encounter_list
   #check map id
   if !WORLD_MAPS_ID.include?(@map_id)
     return @map.encounter_list
   else
     #check player terrain
     terrain = $game_player.terrain_tag
     #if player terrain is in the hash, then load the correct list
     if TROOP_LIST.include?(terrain)
       return TROOP_LIST[terrain]
     else
     #else, return an empty vector
       return []
     end
   end
end

end


Now, a little explaination.

1. WORLD_MAPS_ID is the array which contains the id of any of your world maps.
2. TROOP_LIST is the hash which do what you need. It must be filled like this:

TROOP_LIST = {
terrain_tag 1 => [troop id 1, troop id 2, troop id 3...],
terrain_tag 2 => [troop id 1, troop id 2, troop id 3...],

}

e.g.

TROOP_LIST = {
5 => [1,5,8],
2 => [2,10],
}

means that on terrain 5 you can find only troops number 1, 5 and 8, while in terrain 2 you can find troops number 2 and 10.
Number 0 is reserved to non_encounter tiles...

Ask for troubleshooting anytime.

Jens

This post has been edited by Jens of Zanicuud: Jan 5 2012, 10:38 AM


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