Stopping monsters spawning in a region

Ailingforale

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In my game currently I've got it so placing a key item in the correct spot stops the spawning of monsters on all maps. This is not what I was looking for.

I'm trying to have the monsters in a specific region on a single map stop spawning when an item gets placed in it's correct container on that same map. Is there a way to set up a variable or something that can be turned on and off so that it doesn't affect everywhere else?

Thanks in advance.
 

Andar

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Not by default - you'll need a script/plugin to do this
 

Ailingforale

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I'm working with someone who believes there is a long way right now because I'm trying to do this with the basic build of MV and not use scripts.

If you can think of how to do it w/o scripts, that would be the magic I'm trying to work here.
 

Ailingforale

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Looks like I'm asking for more than I can get from the vanilla version and you're right, I would have to use scripts... sad panda.
 

bgillisp

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There is one way without scripts that I can think of:

When you wish to turn off the encounters on the map, turn on a switch, and turn off all fights.

Then, when you leave the map, in the map transfer event, have it turn fights back on *unless* the switch for that map is also on.

It will require one switch per map, and if you have a lot of map transfer events it can get messy, though you can tidy it up by running a parallel process when you enter the map (just be sure to turn it off after the initial check, else the map may lag!)

Otherwise, if you want to use a script, you'll need to wait until someone converts my encounter script from ACE to MV (I'd do it myself, but I know exactly 0 JavaScript right now).
 

Shaz

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Ailingforale, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
 

Ailingforale

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I apologize Shaz, I was not aware that I double posted.
 

Ailingforale

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Also @Bgillisp, even if I'm now waiting for a scrip (HimeWorks has such a script), how would one setup that parallel process thing like you say?

And yes there are a lot of maps so the switches would get laggy, but it's only a few rooms that wouldn't have them so there would only be a few switches I think. So maybe I could figure out how to make a conditional branch thingy that checks for some variable somehow... I've got a long way to go.
 

Andar

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I apologize Shaz, I was not aware that I double posted.
An just after apologizing, you do it again. A double post are two posts of the same person one after another.

Ailingforale, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

If you want to answer several people at the same time and have to quote, use multiquote.

If you want to add something and your own post is the last one in a topic, edit it
 

JumbocactuarX27

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@Ailingforale I have a plugin that will do what you're looking for. Please check out my signature for a link to the topic.

If you use my Variable Encounter plugin, you can customize the encounter lists for maps at runtime. To do what you describe in your first post is pretty simple, so let's run though it.

Let's say you have a map with regions 1, 2, and 3. In these regions you want enemy troop number 9 to spawn until your specific thing is triggered. You would set up the map's encounter list the normal way at first in the editor (that is, telling the troop to spawn in regions 1, 2, and 3).

In the event you want to cause monsters to stop spawning in an area, let's say this event causes them to stop spawning in region 1, you'd make a plugin command call like the following:

VariableEncounter Region 9 [2,3]This alters the encounter list so that troop 9 will only spawn in regions 2 & 3 on the current map.

In another event, which causes this enemy to stop spawning in area 3, you could first check to see if the enemy no longer spawns in region 1 and then make the plugin command:

VariableEncounter Region 9 [2]if they have stopped in area 1 or:

VariableEncounter Region 9 [1,2]if they haven't.

I think by now you probably get the idea, but let me know if this doesn't quite do what you need. :)
 

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