So, I thought I had this all figured out, but having trouble with something...
Currently, I have each event set to erase / exit event processing if you win the battle and just stay on the map if you escape. This works great because I wanted the dungeon to reset after the player left, to prevent Inn Abuse, to allow players to go back to re-do low-level dungeons later on in the game for the fun of it, etc.. So far, so good.
Here's my problem though. I noticed that even if a player walks to the 2nd floor of the dungeon, when he goes back up the stairs to the 1st floor, all of the enemies have respawned. Part of why I went with evented encounters instead of random encounters was to avoid this very issue: my game has only a very limited touch of surrealism, so I don't want to use the "give the player a magic portal to take the party back to town" after every dungeon; I want players to have to walk back out of the dungeon the good old fashioned way, I just don't want them to have to re-clear all of the low-level monsters on the way out.
Obviously, one way I could deal with this problem would be to give a switch for every single encounter in the game...but that seems way too much work and a poor way to do it. Any other ideas? I feel there's some super obvious way to handle this, but I'm unable to see it.
Thanks in advance.
Currently, I have each event set to erase / exit event processing if you win the battle and just stay on the map if you escape. This works great because I wanted the dungeon to reset after the player left, to prevent Inn Abuse, to allow players to go back to re-do low-level dungeons later on in the game for the fun of it, etc.. So far, so good.
Here's my problem though. I noticed that even if a player walks to the 2nd floor of the dungeon, when he goes back up the stairs to the 1st floor, all of the enemies have respawned. Part of why I went with evented encounters instead of random encounters was to avoid this very issue: my game has only a very limited touch of surrealism, so I don't want to use the "give the player a magic portal to take the party back to town" after every dungeon; I want players to have to walk back out of the dungeon the good old fashioned way, I just don't want them to have to re-clear all of the low-level monsters on the way out.
Obviously, one way I could deal with this problem would be to give a switch for every single encounter in the game...but that seems way too much work and a poor way to do it. Any other ideas? I feel there's some super obvious way to handle this, but I'm unable to see it.
Thanks in advance.
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