Encounter Alert

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
This script displays an encounter balloon over your player character on the

map whenever you are about to encounter a random battle monster.

When this balloon is displayed, the player can choose to skip the random

encounter by pressing a specific button.

This only applies to random encounters.



Download

Script and demo: Get it at Hime Works!

You will also need this spritesheet. Place it inside your Graphics/System folder



Usage

Place the above spritesheet into your Graphics/System folder.

There are several configuration options, though the defaults should be fine for most purposes.

You can disable the encounter balloon option by making a script call

Skip Condition

Each troop comes with a skip condition, which is a special condition

associated with the troop that determines whether your party can skip

the battle or not.

To set up a skip condition:

1. Create an event page for the troop

2. The first command must be a comment, with the line

<skip condition>3. The second command is a conditional branch, which you will use to specify the skip condition


Whenever a random encounter appears, the colour of the balloon determines

whether you can skip the battle or not: if it is red, then you can’t skip.

If it is blue, then you can skip. The skip condition must be met in order

for the balloon to be blue. If no skip condition is specified, then it is

assumed to be not skippable.



Encounter Points

In order to skip battles, you must have enough "encounter points". The encounter points are stored with the game party, and tied to a variable of your choice.

In the configuration, you can set the max amount of encounter points you can have.

Each troop may require a certain amount of encounter points in order to skip.

If you choose to skip the battle, then your encounter points will decrease

by that amount.



To specify the amount of encounter points is required to skip a battle:

  • In the same troop page that you used for the skip condition
  • Create a comment "<encounter points>"
  • Create a "control variable" command, and use the script box to set theamount of encounter points required. This is a formula.

Encounter Level

In addition to encounter points, a party also has an encounter level.

This can be used in the encounter points formula.

You can change the encounter level by changing the assigned variable, or using script calls

encounter_level_up(x)encounter_level_down(x) Disabling encounter skipping

You can disable the encounter balloon option by making a script call

Code:
disable_encounter_balloonenable_encounter_balloon
If disabled, random encounters will be processed as usual.
 
Last edited by a moderator:

ct_bolt

Creator
Veteran
Joined
May 3, 2012
Messages
954
Reaction score
520
First Language
Javascript
Primarily Uses
RMMZ
Oooo, nice! I rarely use random battles but this is cool. BD
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
I have implemented the "skip condition". The initial post has been updated with info on how to use them.


In summary, you use a conditional branch in a troop event page to set up your skip condition. It can be anything, because the conditional branch command comes with a script box.


 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Unfortunately it's been awhile since I looked at wild arms 3 so I don't remember much of the mechanics.


In any case, I have updated the script with a configuration option to "disable movement" when the encounter balloon pops up.
 

Lionheart

Veteran
Veteran
Joined
Apr 16, 2012
Messages
52
Reaction score
0
First Language
Italiano
Primarily Uses
Unfortunately it's been awhile since I looked at wild arms 3 so I don't remember much of the mechanics.

In any case, I have updated the script with a configuration option to "disable movement" when the encounter balloon pops up.
I understand, if I try to explain it:

How does the Migrant Seal system work? It's actually fairly simple. In the top left corner of the screen is your ECN and your Migrant Level. ECN is the amount of "points" you have to skip battles with (you start with a maximum of 10, but you can increase this number up to 50 by finding the 4 Booster Kits throughout the game), whereas your Migrant Level is a level that dictates how many points it will take to skip an encounter. As you progress through the game, you will most likely come across Migrant Seal items. Each Seal boosts your Migrant Level by 1 (to a maximum of 20), which basically allows you to skip battles for less and less ECN, and in some cases, you'll be able to skip battles for free. To skip a battle, press the Circle button when the white "!" appears over your character's head. This will skip the encounter and consume some ECN; the amount consumed depends on the combination of enemies you would have had to fight. Check the ECN gauge in the top-left when the "!" appears to see just how much ECN you will need to consume. Obviously, if you do not have enough ECN to skip a battle, you will be forced to fight anyway. You can replenish your ECN by picking up the white gems in battle and by resting at an Inn. Also note that if you see a green "!", it means you have a high enough Migrant Level to skip the battle for free.

However, as the game progresses, the battles will start to cost more and more ECN as the monsters get stronger and stronger. This is why finding Migrant Seals is of utmost importance! Imagine attempting the 100 floor deep Abyss dungeon with a Migrant Level of 1; you would have to fight every battle! Or perhaps you were at a late point in the game, and the enemies weren't exactly worth the effort you needed to beat them. With a high Migrant Level, you could skip most of the battles and cruise your way through the dungeon to tackle the boss.



Understood at a glance??! Do you think it possible?
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
I have implemented the idea.

The party will have an "encounter level" and "encounter points"

I have tied them to variables that you can configure.

When you encounter a random battle, you can spend encounter points to avoid it.

To specify the amount of points required to skip a battle, you would write it in the same troop page where you specified the skip condition.

Under the skip condition, you would write a comment "<encounter points>" which is the number of points required to skip the battle.

The number of points required is a formula. You would specify the formula using a "control variable" command.



For example, you can have a flat value

10Or perhaps a scaled value using the "encounter level"

10 - ($game_party.encounter_level * 2)I do not specify a minimum value, because that would be restrictive: maybe you can skip certain battles with high enough "encounter level", but maybe other battles will force you to use at least 1 encounter point regardless. Use min/max appropriately:

[10 - $game_party.encounter_level, 0].max # min points of 0 [10 - $game_party.encounter_level, 1].max # min points of 1Your troop event page will look something like



The purpose of using the control variable command is that you can specify the operation to use. You can ADD encounter points for whatever reason, or you can just go with the usual subtract. You might even divide your encounter points.

The encounter points are stored in a variable. It is up to users to replenish the points themselves as I am not going to provide methods for them.

The encounter level can be modified by changing the assigned variable, or using script calls

encounter_level_up(x)encounter_level_down(x)For some integer x. The max encounter level can be set in the configuration.

It is up to the users how they wish to display this information. I'm not going to draw something on the HUD for it.

In summary:

-Encounter points and encounter level stored with party.

-These values are tied to variables of your choice.

-Specify encounter points required for troop using troop event

-Default encounter points required is 0 if you don't specify one.
 
Last edited by a moderator:

Lionheart

Veteran
Veteran
Joined
Apr 16, 2012
Messages
52
Reaction score
0
First Language
Italiano
Primarily Uses
I have implemented the idea.

The party will have an "encounter level" and "encounter points"

I have tied them to variables that you can configure.

When you encounter a random battle, you can spend encounter points to avoid it.

To specify the amount of points required to skip a battle, you would write it in the same troop page where you specified the skip condition.

Under the skip condition, you would write a comment "<encounter points>" which is the number of points required to skip the battle.

The number of points required is a formula. You would specify the formula using a "control variable" command.



For example, you can have a flat value

10Or perhaps a scaled value using the "encounter level"

10 - ($game_party.encounter_level * 2)I do not specify a minimum value, because that would be restrictive: maybe you can skip certain battles with high enough "encounter level", but maybe other battles will force you to use at least 1 encounter point regardless. Use min/max appropriately:

[10 - $game_party.encounter_level, 0].max # min points of 0 [10 - $game_party.encounter_level, 1].max # min points of 1Your troop event page will look something like



The purpose of using the control variable command is that you can specify the operation to use. You can ADD encounter points for whatever reason, or you can just go with the usual subtract. You might even divide your encounter points.

The encounter points are stored in a variable. It is up to users to replenish the points themselves as I am not going to provide methods for them.

The encounter level can be modified by changing the assigned variable, or using script calls

encounter_level_up(x)encounter_level_down(x)For some integer x. The max encounter level can be set in the configuration.

It is up to the users how they wish to display this information. I'm not going to draw something on the HUD for it.

In summary:

-Encounter points and encounter level stored with party.

-These values are tied to variables of your choice.

-Specify encounter points required for troop using troop event

-Default encounter points required is 0 if you don't specify one.
Thanks a lot! :D   However, I tried to mount it following your instructions, but I do not work :headshake:   ... Make a small demo please?!? :(
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
What if I wanted to use this with on screen enemies?
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
I was trying to make this when the icon appears the player could press x or "button" to try to dodge the battle all together?

Maybe the enemy level could have something to do with it also. but the button press would be great!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,018
Members
137,563
Latest member
MinyakaAeon
Top