You seem to misunderstand what a region ID is. The last tab on your map editor, labeled R, is for region IDs. You place those, just like map tiles, on any squares you like. You could have your entire map covered with Region 1 (I have no idea why you'd want to, but you could). One region ID is not a small square, it's as much of your map as you want.I've tested it and seems like the above is true. I can hardly believe the two options are either everywhere or just 3 small squares...
that would be an evented encounter, not a random encounter. Just make a map event for that enemy, placed either where you want it or with code to check multiple positions before triggering the battle processing.is there a way to make an enemy stop appearing once defeated?
Andar didn't say anything about self-switches, you would use an actual normal switch.So, I'm trying the latter in the database's troops section, but I can't see how, as there's no self-switches, and so can't temporarily turn a switch on
Not really! Your transform approach is a bit more elegant than my hidden approach, because it doesn't take up a slot in the troop permanently. In case the OP wanted all of them.ninja'd
that is exactly the reason, so that the change happens before the fight.Turn 0 starts before command entry, how would that help?
then please show screenshots of what you have done so that we can check where you made a mistakeI tried two conditions on the same page, still doesn't seem to prevent the recurrence...
wrong - the span sets how often the troop event can repeat.If you set it to span=battle, it lasts for the whole thing.
Me either. I'm not sure why you're using two switches to track one enemy...it doesn't help that you didn't take Andar's advice about giving the switches useful names so you can keep track of what they're doing.The first pic I'm not sure about, I tried to do the above...
This is what I wrote for that event, care to compare?The first pic I'm not sure about, I tried to do the above
2) make a troop event run on turn #0, span = battle
if switch "enemy x dead" is on, then transform enemy into something else
else give immortal state to enemy x (state with resist death, needed for a quirk of the troop events not being processed on battleend)
There are only two commands, none of which is a conditional branch, in my description.3) make a troop event run on enemy x HP=0
switch "enemy x dead" to ON
remove immortal state (so that the enemy can die after the switch is turned)