Auto-Win system like Earthbound?

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Would it be possible to script something similar to this?

Been looking everywhere, and I can't find a tutorial/script on how to make instant-win possible. Anyone know where I could find one?
 

Andar

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If you give us a description of what an "Earthbound-like Autowin System" is, then we might be able to answer your questions.


Please don't assume that everyone has played the same games you have, we need a description if you want to know of any specific game mechanic - often they are already available, but under a different name...
 

lemongreen

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I know what they're talking about; basically in Earthbound after you got past certain points or raised your character's level high enough the enemies (who were all shown on map) would run away from you and if you still touched them at that point instead of being dragged into the battle screen you'd get a win message popup.

it looks like this; it also scrolls the exp as normal and the players can still level up
 
I'm afraid I don't know how to make it work, though, beyond it most likely needing conditional branches (to check whether the condition for it to be an instant win scenario has been reached) 
 

Zane

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Or you can do it without a script by checking with a conditional branch and if your level is high enough, reward the player like a normal treasure chest would. For the XP and Droplets of enmeies just add it all up from what the battle would give you.
 

Andar

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with evented enemies, that is easy - make them two pages, condition the second page to a variable > level number.


Set the first page to approach and contain a battle processing, set the second page to custom movement run away and have it give a reward message on action button.


In the case of random encounters, you'll need a troop event for checking the levels and killing the enemies.


In both cases, have a common event on parallel use a control variable to set the level number into the key variable - remember to include a wait 100 into that event, it doesn't need to run sixty times per second...
 
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with evented enemies, that is easy - make them two pages, condition the second page to a variable > level number.

Set the first page to approach and contain a battle processing, set the second page to custom movement run away and have it give a reward message on action button.

In the case of random encounters, you'll need a troop event for checking the levels and killing the enemies.

In both cases, have a common event on parallel use a control variable to set the level number into the key variable - remember to include a wait 100 into that event, it doesn't need to run sixty times per second...
Thank you! It's working fine now! 'v'
 

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