Request: Encounters. Control them using a script command.

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_Shadow_

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So I was thinking, we right click on a map name on the map list. We select Map Properties.

And there is that huge Encounters List that is empty.

We fill it with Troop to encounter, weight and range (whole map or a region).

Question 1:

Assume you got a map called MyMap.

Can what I described above be done with a script command for MyMap?

Meaning ADD one Troops to Encounters list.

The command must be accessible from everywhere. Is that possible?

Can you please share a command that does that, with a little documentation, so I will be able to work with it?

Question 2:

Can this Encounters list of MyMap return to empty by using a command?

Can you please share a script that can provide me with a command  that does that?

I am not sure if there is a class behind this Encounters list, or if another object gets info from that list using a method. As long As you give me a piece of code that does the trick tough, I can work with that, using the Event Eommand Script  and do whatever I wanna happen .

Thanks Everyone for your time.

Good luck if making a game for IGMC 2015!!!
 
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_Shadow_

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Edited:

Thank you very much @Andar, always there to help us out!

Close enough but it has not a method to remove ALL the containing encounters, if there are any. :/

Such a thing is needed for what I wanna make here.

Also there are terms that limit things. It's not that I really NEED it,

it's just that I can approach the encouter concept in two ways.

A] Random encounters, If I have a solution to my OP

or

B] I can avoid random encounters and make easily random Events.

No sweat really.

Just checking out if I can do it the A way instead of B
 
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Andar

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No, Tsukihime's script can only remove encounters that were added by the script.


The easiest workaround through that is to keep all map encounter tables empty and have them filled with a common event.


The main problem is that the encounter tables are part of the map files, and the map files are read-only (which is why there are a lot other scripts needed to bypass that limitation).


But that read-only means that you have to build the entire encounter table into a new format anyway if you want to change them - and so far I don't know of any script beside Tsukihime's that even tries to go there.


Unless someone writes you a script that reads the existing encounter tables from the map files and redirect them to a different file, Tsukihime's solution is still the best one, even if you need to start with empty encounter tables for full custimisation...
 
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_Shadow_

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The main problem is that the encounter tables are part of the map files, and the map files are read-only.
I understand. This is a serious workload I suppose.

I can't ask for such a big thing, so I suppose I must make this myself and maybe share it too! ;)

I already got so many good things from this community, sometimes you have to give back too right? ;)

I suppose it is time to learn the Ruby syntax and at last, study the RGSS3.

After the IGMC I have nothing else to do anyway. :D

Please close this. I will hopefully open a new thread in the future, with hopefully a solution for everyone. ;)

Thanks for the information @Andar! :)
 

bgillisp

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I did write a script that can let you turn off the random encounters for a map by turning a switch on. Would that work for what you want? It won't empty the table, but it will stop random battles until that switch is turned off.
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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