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Print Page - Random Battling on World Maps

The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Tutorials and Eventing => Topic started by: oneray on October 27, 2006, 08:58:45 PM

Title: Random Battling on World Maps
Post by: oneray on October 27, 2006, 08:58:45 PM
I have noticed that I can't change the monsters that randomly occur on a map according to where they are. For example: I would be fighting rabbits in a meadow. Then if I where to fight in a desert, the rabbit still appears. How can I change this?
Title: Re: Random Battling on World Maps
Post by: darkelementwars on October 27, 2006, 09:23:07 PM
which rpg maker r u using?  in 2003 u can just right click on the map on the side and create areas that could have different monster battles.  not sure about xp.
Title: Re: Random Battling on World Maps
Post by: Arrow on October 27, 2006, 09:44:06 PM
If it's XP, just make little choke points between the areas, and cover them with events. When the player hits the event, make it change which groups appear.
Title: Re: Random Battling on World Maps
Post by: oneray on October 28, 2006, 04:46:44 PM
You further explain the choke points (rpg maker xp). I am a quite the noob.
Title: Re: Random Battling on World Maps
Post by: Arrow on October 28, 2006, 05:06:56 PM
Well it's not really an RMXP term, just slang (I think it's slang). What you do is instead of having a wide open entrance, sort of like a field, you use nature to gate it off, so you can only enter from a certain spot. Like so:
       __________________________
      /    |                                       \
                                                    \
ENTRY WAY --->                             |
      ___                                         /
      \    |                                       /
Title: Re: Random Battling on World Maps
Post by: Blizzard on October 28, 2006, 05:34:21 PM
Parallel process common event that checks if you are on a terrain tag 1 tile ($game_player.terrain_tag == 1). Set bushes/grass to be on 1 in the Tileset data. Now just use a random number and check if the player is moving ($game_player.moving?) and if yes, wait 4 frames, check the random number. If the number fits, engage in battle. You can use SCRIPT in the conditional branching (4th tab), that's where you put the stuff in I bolded.