The Classy Prostitute
- Mar 17, 2012
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Scale Encounter Script
Created by Neon Black
Created by Neon Black
What is it?
So while the random encounter rate is good, I personally do not like it since it takes a lot of the "random" out of random encounter. Sure it does prevent you from having to take hundreds of steps before you get into an encounter, but I really like having more of a random feel to when I get into random encounters. Aside from that, I don't really like when I take one or two steps and get into a battle right after another. Back in the days of RPG Maker 2003 I had decided I didn't like how "random" random encounters were, so I developed a custom random encounter formula. This formula pulled a value for a random encounter every turn and also increased the chance to get into a random encounter every turn by a small amount. Now I've just adapted this formula to work in VX Ace. Below are both the default encounter formula and my scaled encounter formula.
Old Formula: encounter = 0~average + 0~average + 1
This formula means you WILL get in to an encounter after a maximum no more than double the "average" plus 1 steps.
New Formula: encounter = the max of (1 to (100 - steps)) ~ (1 to average)
This is more or less a rough formula, but is should more of less give you the idea. The best way to put it is that the encounter rate starts at a ratio of 1 to 100 and will scale down with each step until the ratio reaches 1 to average steps.
Aside from this new encounter rate, you can also have an encounters gauge similar to the Ar Tonelico series which determines the max number of battles you can get into in an area. This option can be turned off if you so choose.
How can I use it?
Place this anywhere in your project above main but below the default scripts. There are a few settings that need to be set, namely the top value and scaling amount. You can also choose to enable or disable an encounters gauge. If you enable it, you will need to set the total number of encounters in an area. The best way to do this is to add the following script call to any transition events for entering an area.
- encounters(x) - Set "x" to the number of battles you want to have in the area. Once the player has gotten into that many battles, they will not get into any random encounters until the value is reset.
What does it look like?
This script modifies how encounters are done performed, so generally any script that changes that will mess up compatibility with this script. Changing the appearance of encounters does not affect this script, however, such as my Unique Transitions script.
How can I get it?
Version 1.0b (base script, 7.17.2012) is available from my pastebin account here.
I would like to use this code.
This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
Permissions beyond the scope of this license may be available at http://cphouseset.wo...d-terms-of-use/.
Day 3 of my week of crappy scripts! Just kidding. Anyway, I pretty much covered everything I wanted to about this script in the top section. I will say that this script did give me a little bit of a headache because of how Ace's default scripts decide to do things... oh well.... As always, if you have any issues with this scipt or any questions, feel free to post here or contact me, though honestly I've only been contacted about my VX scripts.... Either I have very issue free scripts or no one uses them. Anyway, as always, enjoy!
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