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change map's encounter list

Started by Diamond Star, July 20, 2011, 06:15:46 PM

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Diamond Star

How can I  with some script lines ,to use them in command events

gerkrt

Quote from: cometstar on July 20, 2011, 06:15:46 PM
How can I  with some script lines ,to use them in command events

i remember that this existed, i looked for it when creating my script that changue the enemy rate, not the groups, existed some advanced script for that funciont, but i dont get where

pacdiggity

I'll give you a massive hint. The encounter list for each map is an array held within RPG::Map. You would just have to change that according to your needs.
it's like a metaphor or something i don't know

gerkrt

Quote from: Pacman on July 23, 2011, 01:18:48 AM
I'll give you a massive hint. The encounter list for each map is an array held within RPG::Map. You would just have to change that according to your needs.

But that array is a non permanent data, like game system, no? and then changue will be lost when saved and exit.

pacdiggity

Game_System is saved in the saving methods, so we could either store the needed data in Game_System or manually save it ourselves by aliasing the saving methods.
it's like a metaphor or something i don't know

gerkrt

Quote from: Pacman on July 23, 2011, 09:05:34 AM
Game_System is saved in the saving methods, so we could either store the needed data in Game_System or manually save it ourselves by aliasing the saving methods.

thats the idea

pacdiggity

Well, I'm on a bit of a scripting break, and XP is not my forte, so I'll let you take the rest now that I've given you the gist.
It probably shouldn't be too hard.
it's like a metaphor or something i don't know

LoganF

If you still need this, I'll have a script up that should let you change what encounters a map has at any given time. Since it's a useful idea, I don't mind hitting one up.
(Why do I always feel like it's the end of the world and I'm the last man standing?)

pacdiggity

it's like a metaphor or something i don't know

LoganF

XP is hardly any different to VX - the principles are the same. The differences come mostly in the locations of certain methods and the way in which certain processes (like the battle system) handles.

I've already translated one script I did for VX to XP for someone, and I've also nearly finished an extension onto an already existing script for the same person. I was a little unsure how it'd go to begin with, but really, there's little to fear about writing scripts in XP, especially if you do VX. Just handle the change in the same way you started writing for VX and you'll have no issues really.

As for this script request, I'm gonna make a start on it now. Hopefully, my already worked out attack plan should work meaning a quick finish - of course, we'll see when it's done and it tells me all the errors I need to fix and all the bugs I need to kill.
(Why do I always feel like it's the end of the world and I'm the last man standing?)

pacdiggity

No, XP isn't that difficult when you're experienced in VX. The main challenge is the RTP scripts, because of how poorly coded different they are.
it's like a metaphor or something i don't know