Monster spawn on region stop?

Bloodmorphed

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I would like to have a system that I can set monsters on each region (The default style of Ace of course). But I would like to have it that each battle adds to a variable, and when the variable gets to where I want it, I would like all mob spawns in that particular map to stop. Is there a way to do this without a script? I haven't seen an option in events that does that, or I am just blind and I have missed it.
 

Engr. Adiktuzmiko

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Uhm... you can probably set a variable to 0 upon going to a map and enables encounter, then have a troop event that runs for every troop which increments that variable, then have a parallel CE for example that checks the variable, if it's equal to the limit, disable encounters...
 

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You can do it with variables. Control Variables>Game Data>Other>Battle Count. When the player first enters an area, store the initial battle count in one variable. Then, have a parallel process going that stores the current battle count in another variable, and have it compare the initial battle count to the current one. Once the difference between them reaches whatever amount of battles you'd like the player to have, turn off the encounter rate.
 
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Bloodmorphed

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You can do it with variables. Control Variables>Game Data>Other>Battle Count. When the player first enters an area, store the initial battle count in one variable. Then, have a parallel process going that stores the current battle count in another variable, and have it compare the initial battle count to the current one. Once the difference between them reaches whatever amount of battles you'd like the player to have, turn off the encounter rate.
This won't work, UNLESS this is only map wide. I need it to be map wide, or a series of maps that acts as floors to dungeons. Because in the project I'm doing its going to be a dungeon crawler and the player would have to "clear" the floor to get to the next one. For example: Win 15 battles. 

I would do this events and sprites being the battle encounters, but I don't have sprites for the battlers I will be using. Nor can I make them, sadly.
 

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You can make it such that a series of map that acts as a "floor" will take the initial battle count when you entered the first map of that floor...


Like if floor 1 is Map 2,3,4 and you start with map 2, then you set the initial battle count when you first entered map 2, that and that instance alone...
 
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Hollow

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@Bloodmorphed: ...I'm not understanding what you mean? Why exactly do you think that wouldn't work? What I described could be map-wide, dungeon-wide, heck even game-wide.
 

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Yeah... He could even just do the check using a parallel process CE, then just re-assign the initial battle count variable when you need to "restart" counting...


So like on your parallel process CE


let's say Variable 001 is the one that has the initial count


Variable 002 has the limit


Game Variables [003] = Battle count


Game Variables [003] -= Game Variables [001]


Conditional branch: if Game variables [003] is equal to Game Variables [002]


Disable Encounters


Set switch[001] to true


Else


Enable encounters


Set switch[001] to false


end


Now whenever you need to "reset" the count, you just do something in an event on that map to do


GV[001] = Battle Count


GV[002] = Wahtever limit you want


Set switch[001] to false


so now, once the battle count reaches the limit it disables encounters + it activates a switch so that you can have events on the map that run something once you reach the limit... like transferring to another floor
 
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Bloodmorphed

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I may be confused on what you just explained, but wouldn't that be in a never ending loop?

EDIT: Oh I think I understand. You would just have other events to call events. Though I'm still not fully understanding what your talking about. Zzzzz. I think I'll just have to test it in-game and stuff to actually understand it. I'm a visual learner... sooo I guess thats that.
 
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Well, the check will never stop if you do it like that... but parallel process CE can be set to only activate when a switch is on, so you can set it to use a switch so that you can turn it off when it's not needed...


just try it out and practice... you'll eventually get it to work... :)
 
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Hollow

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Parallel Process and Autorun CEs have trigger switches that you can turn on/off whenever. And this is totally optional, but it may also be a good idea to have a different "Encounters Off" switches for each floor, and that would only require you to use a conditional branch check the current Map ID(s) for that specific area. And this just so you can have encounters on one floor but not on others that you've already cleared.
 
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Engr. Adiktuzmiko

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yeah, he'd need that if he can go back to cleared floors... :)
 

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I'm just going to have to play with it. For some reason you just made it a tad bit more confusing. Like I understand what you are saying... just my brain doesn't want to I suppose. Lol
 

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well, if you can go back to cleared floors, it will be more complicated by a little bit, scaling with the number of floors...


though it's really only a few commands... :)
 

Bloodmorphed

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well, if you can go back to cleared floors, it will be more complicated by a little bit, scaling with the number of floors...

though it's really only a few commands... :)
As long as i can get the base system worked out, the other parts will be easy. You will be able to go back to other floors. however once you do get to the last floor you will be able to teleport out, instead of having to climb all the floors again just to get out.
 

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Would you like a better visual of the setup? I can throw an event together really fast if you need it. I know reading big blocks of text isn't always the best way to learn something.
 

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I think you should... I would like to but cannot as I'm at the office... :)
 

Bloodmorphed

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Would you like a better visual of the setup? I can throw an event together really fast if you need it. I know reading big blocks of text isn't always the best way to learn something.
Yes please. But just the base system I can work out the rest, I think. Lol

Thank you so much for taking the time to do this.
 

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Okie dokie, so your common event should look a little something like this (minus all the comments):



You can have the switches activate the floor transfers, as well as a parallel process event on each map that turns off the encounter rate.
 
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Bloodmorphed

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How does that calculate for each floor though? Wouldn't I have to "reset" it somehow? 
 

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You'd have a parallel process run on the maps that transfer you to each floor. Like say, the map with stairs going up to Floor 2. If I go UP the stairs, have a parallel process on the new map that turns ON the encounter rate. If I go back DOWN the stairs to a cleared Floor 1, have a parallel process on that map activated by the "F1 Encounters" switch that turns OFF the encounter rate.
 

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