encounters question

Oddball

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I would rather do this without using scripts, but will if i have too.

I'm changing my game from random encounters, to non-random encounters. I still want to use random encounters, but in a different way

Let's say your walking through a forest, you keep bumping into spiders and man-eating plants. but all of a sudden, a giant mole monster pops out of the ground and attacks you. Or your in a graveyard with zxombies after you, and all of a sudden, a ghost appears out of thin air!

I think you get the idea, I want to make random encounters rareer (like maybe 1 in every 80 - 120 steps) yet have the random encounters be different then the encounters you see on the map.

How would I do this?
 

kerbonklin

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Use a scripted solution to have random encounters call specific troops based on maps. Or I think map properties for troop s on encounters had a encounter rate to change. (I barely use random so I forget)
 
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bgillisp

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Just set the steps in the map properties to be 80 - 120 steps, and set in the map properties the battle you want to occur.

However, as far as I can tell, the game does appear to restart the counter for when to generate a battle every time you enter a battle (fixed or random), so you may discover that without a script or some way to keep track of the steps taken your random fights don't occur except once the fixed fights are cleared out (or nearly cleared out).
 

Kes

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I am assuming that your non-random events are evented and that therefore you have indicated in the Battle Process of each one which troop to call up.

Because they are visible, on map events, the number of steps taken by the player is irrelevant to them.

Choose 'Change Encounter' (3rd tab of the event command menu) and select 'Enable'

This means that you can have random fights happening alongside your evented ones.

Set your rare encounters in Map Properties, set your steps count to be whatever you want, and that's it.

EDIT

Just thought - maybe you want some randomness in your evented encounters as well. 

You can't use the 'As Random' check box in Battle Processing, so you need to set up a variable for that dungeon/map, say, between 0 - 2 if you want the random choice to be between 3 troops.

On the event, call the variable

Then do a set of conditionals (no need for the 'else' bit) with variable = 0 being Troop A, variable = 1 being Troop B and variable = 2 being Troop C.
 
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bgillisp

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Because they are visible, on map events, the number of steps taken by the player is irrelevant to them.
The only thing is, at least in my game, whenever I initiate a fixed fight, the step counter resets for the random fights too. I think that is because as part of the Battle Encounter call commands (built into the script) it makes a call to reset the encounter count.

I tested this with a msgbox_p to display whenever the encounter steps were set, and it was set at the beginning of *all* fights, not just random ones.

However, I do have Yanfly's encounter script installed, so that might affect it some. No idea if it works this way on default.
 

Kes

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 the step counter resets for the random fights too. 
Oh, that's a blow.  I thought it was independent.  Hmm, back to the drawing board in that case.
 

bgillisp

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Yeah, I just double checked, command 301 under the Game_Interpreter class (the one that we call whenever we use the event to create a battle) calls make_encounter_count as part of the command, which resets the counter.

However, if someone were to comment out that line, then it would become independent as far as I could tell. Its line 1109 under the Game_Interpreter script. Though, a mini-script to overwrite the command 301 with that line removed would be better (and safer).
 
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Oddball

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Thanks. Because, I'm using different icons for different troop types so the player can prepare ahead of time

"oh! this troop has a hexagon icon! better remove that armor that lowers magic defense"

or

"Oh, this troop doesn't have a hexagon icon! better put leather armor on my spellcasters!"

that's all fine and well, and gives the player time to strategize before hand...

but having just that is boring and i want to throw a little unceartinty into the mix

Oh, that's a blow.  I thought it was independent.  Hmm, back to the drawing board in that case.
No, I can make it work. I just need to playtest untill I have the right number...

It might actually have to vary by map + the situation. I think the less encounters I put on the map, the higher the random encounter number can be. But maybe in one case, the random encounters might occur more often then map encounters. Although only if it's flavorful to the situation, and executed right...

Which will take some playtesting
 
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Shaz

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.


Oddball, please be more careful where you are posting - I have moved a number of your requests for help from the General Discussion forum to the Ace Support forum.  If you want to know "how do I do ... in Ace", it goes into the Ace Support forum or the Script Support forum.  For further information, please read the Discussion Rules pinned at the top of that forum.
 

Oddball

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Ok, I'm kinda leaning towards non-random encounters now, because TheoAllen's pathfinder script allows me to circumvent the having to bottleneck the player to the encounters. I'm still going to use random encounters though

The script makes the monster choose a smarter path when deciding how to pursuit the player
 
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