RMMV scenario systems

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So I'm working on tactical battle system that takes place on the map scene. I'm trying to think of a way to tell the battle system which enemies to load and where on the map to place them. I have two ideas so far. The first is to make an event that tells the system which enemies can load and where. The second is to have a separate file that has the same information in it. I'm curious about how others have or would implement a system like that.
 

Chocopyro

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To be honest, if I ever did a tactical RPG, I think I would try to implement something a little more like in the Dark Sun games, where the encounters are already on the maps you explored, waiting to happen, then when you stumble into one, either through an RP encounter, or they trek across the map to find you, the party collapses, and the battle commences with any enemies who happen to be within a certain range. Which basically means that a single map could house a few battles before refreshing the map is necessary, with a few of those encounters being scripted adventure or story type encounters, and a few being randomly rolled by a variables based on player level, habitat, and story flags. Wish more tactical games did things like that. But a system like that would be pretty tough to do in RPGM, huh?
 

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Ironically, what im working on is quite similar to Dark Sun. Ideally I'd have the overall battle with an over all objective, and as units of opposing teams encounter each other a smaller conflict starts between them.
 

gstv87

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tactical battle system that takes place on the map scene. I'm trying to think of a way to tell the battle system which enemies to load and where on the map to place them
make a new scene.
just because the battle scene uses a map, doesn't mean it has to be a *map* scene.
it'll be *a battle scene that brings in a map from the map scene*, but also both doesn't have a lot of functionalities from the map scene, AND, has new functionalities that pertain to a battle scene..... such as, positioning of battlers.
 

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make a new scene.
just because the battle scene uses a map, doesn't mean it has to be a *map* scene.
I should probably close this as I already went with option 2, (Im just loading a .json file that has all that data in it already.)

But Im not sure I understand what you mean. I already have the functions to place them. I was just trying to find a neat way to store that data.
 

gstv87

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but you're still handling everything from a map scene, instead of a separate scene.
a map scene loads the map, sets up events to be interacted with by the player, and has ties to the main menu, the shops, the game over scene, and the battle scene.
what I'm referring to, is *a battle scene*..... a separate scene altogether, tailor-made to handle the battle, which just would happen to be designed to be handled by map events, which will be loaded by the map, which will be loaded by the scene, just like in a map scene, but not with the same mechanics.
 

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Ohhhh. I'm tracking now. I could definitely do that, I've been tampering with Scene_Map for something unrelated, so I have a decent Idea as to how it works.
 

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