Encounter Control (MV/MZ)
Encounter Control 1.5ATT_Turan
Introduction
This plugin was inspired by a comment from @RCXGaming that I thought led into a nice little set of features. The overall purpose is to give the developer more control over encounters while still allowing them to be randomized, and without having to get into eventing them all.
I have tested the basic functionality, please let me know if you encounter any errors. I will consider making compatibility patches if the other plugin is free to use (or one I own, such as a Yanfly product) and unobfuscated. Otherwise, other authors are free to modify this code to make it compatible with theirs so long as I am still credited.
Spoiler: FeaturesThis plugin is designed to give more control over how random encounters are treated. One half is giving a minimum number of steps between encounters, to prevent the frustration of finishing a battle and getting into another almost immediately.
The other is tracking which troop was just fought, so as to prevent a repeat of the same exact battle. If you have many troops listed in a map, you can remember more than one, to force even more variety before the player sees a repeat.
Additionally, a notetag is provided to force the player to encounter specific troops in a specific order, as well as one that disables encounters at a given party level.
As a non-control feature, an encounter gauge can be added to the map screen. This uses images provided by the user which move as the player takes steps and approaches their next encounter - this can make a gauge drain or fill, amongst other things. Sample images are provided and may be freely used so long as credit is given to hiddenone.
Spoiler: NotetagsMap Notetags
Code:
<encountersteps: x>
Where x is the decimal percent of Enc. Steps the player must have before an encounter is possible. This overrides the Minimum Steps plugin parameter for this specific map.
Example: <encountersteps: .6>
Code:
<encounterorder: x y z>
List the troop IDs (no leading zeros) you wish the player to encounter, in the order you wish them to be encountered. Once all troops have been encountered, the list will start again from the beginning.
This disregards any settings in the Encounters section of the map properties, as well as the Remembered Troops plugin parameter or notetag.
Example: <encounterorder: 12 8 15 22 49 6>
Code:
<rememberedtroops: x>
Where x is the number of troops the game will track before allowing any repeat encounters. Supplying a number larger than the number of troops you have listed in the map properties will have no effect.
Example: <rememberedtroops: 2> - will make the last 2 troops the playerfought be ignored as candidates when determining which troop they are about to encounter.
Code:
<encounterlevel: x>
Where x is the level at which the player will no longer get any random encounters on this map. It is compared to the average level of all battleparty members.
Code:
<encounterregions: x:y a:b>
Where each pair is a region ID followed by its modifier for steps toward an encounter. Positive values will make steps in that region count more toward an encounter, whereas negative values will make them count more slowly.
Note that any negative values must be a decimal value greater than -1 or it will completely negate the step and encounters will never happen, aside from with bush modifiers.
Example: <encounterregions: 2:2 3:-.5 4:3>
Terms and Credits
Free for non-commercial and commercial use. Credit ATT_Turan.
本贴来自国际rpgmaker官方论坛作者:ATT_Turan处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/encounter-control-mv-mz.170130/
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