- Joined
- Apr 8, 2021
- Messages
- 15
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- English
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- RMMZ
Hey, so I'm using RPG Maker MZ, pretty sure it's the newest version of it, and I'm having a little problem. I decided my game should have enemies you can physically see in dungeons (because I feel like 100% random encounters are antiquated thinking), so I created events where you can see the enemies walking around in custom routes, essentially working like obstacles you can either avoid or fight. Their speed is at 3 and their frequency 5, meaning they're at a slow but steady pace, and they're on the same priority as the player and are triggered by event touch. I set them to call up one of the random encounters set for the stage when touched (the overworld sprite is a goblin, so I made them all different combinations of goblins with other enemies), and if you win, the event is erased, and if you flee, they set off their Self Switch A, which then auto-triggers the second page of the event, wherein their opacity goes to 100, their priority drops to below the player, and they stay still for 300 frames before they're restored, the Self Switch A is turned off, and they return to their usual movement patterns. Essentially what would happen in, say, Earthbound when you run from an enemy.
Well, I hit a couple of hitches in that. First off, apparently it has to be a random encounter set to a region that they're currently standing in, which means, even if you increase the encounter steps to 999, there's still a CHANCE you could encounter an enemy along that path without touching the one onscreen, albeit one where you'd have to walk a LOT. If you don't select a random encounter from a region they're occupying, then the event just erases itself, as if you won by default. And I'm just wondering if there's any kinda tricks to get around this problem, although it's not too big a deal if there aren't.
The second issue is a bit more serious: Whenever I test the event and flee from the battle, it just starts up again. I think it's because I'm still in direct contact with the event, and that it just doesn't have time to activate Self Switch A...except that SHOULD be instantaneous, right? It's possible that I'm missing something, but I was thinking about it all last night while I was in bed, and I just couldn't think of what it was.
So if anyone can help me figure this out, or just tell me straight up if it's an impossible fix, lemme know. If it's impossible, I do have a couple of other ideas I could go with instead, but I loved this one so much and would hate to scrap it.
Well, I hit a couple of hitches in that. First off, apparently it has to be a random encounter set to a region that they're currently standing in, which means, even if you increase the encounter steps to 999, there's still a CHANCE you could encounter an enemy along that path without touching the one onscreen, albeit one where you'd have to walk a LOT. If you don't select a random encounter from a region they're occupying, then the event just erases itself, as if you won by default. And I'm just wondering if there's any kinda tricks to get around this problem, although it's not too big a deal if there aren't.
The second issue is a bit more serious: Whenever I test the event and flee from the battle, it just starts up again. I think it's because I'm still in direct contact with the event, and that it just doesn't have time to activate Self Switch A...except that SHOULD be instantaneous, right? It's possible that I'm missing something, but I was thinking about it all last night while I was in bed, and I just couldn't think of what it was.
So if anyone can help me figure this out, or just tell me straight up if it's an impossible fix, lemme know. If it's impossible, I do have a couple of other ideas I could go with instead, but I loved this one so much and would hate to scrap it.