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[转载发布] cc_random_encounters (MV+MZ)

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  • TA的每日心情
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    2026-7-12 04:10
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    灌水之王

    发表于 2026-7-22 21:43:36 | 显示全部楼层 |阅读模式
    Do you like random encounters, but want to do more than just immediately launch a battle scene when one occurs?

    This script changes random encounters on the map so that instead of immediately starting a battle, an event (common or map) is called.
    This puts control of random encounters back in your hands, to build an evasion system, allow the player to lose random battles without game over, spawn a map encounter near the player or anything else you can do with events.

    The troop ID which would have been used for the battle is stored in a variable, so you can still use the map / region settings to choose an encounter.

    Also, you can change the formula used to calculate steps until the next random encounter using a plugin parameter.

    This plugin was developed for MV, but is MZ compatible.

    Download here: https://rpgmaker.net/scripts/787/

    Eventing:
    When your common event is called, the variable that was set in the plugin parameters will have its value set to the troop ID of the random encounter that would have been started normally.
    If your map has no valid encounters for the region the player is in, the variable will be set to 0.
    This allows you to completely make the encounter system using the common event instead of setting up troops on the map if you want to.

    Otherwise, the simplest event code would be:


                    Code:       
    1. Conditional Branch: variable (random encounter troop) > 0:
    2.     Battle Processing: variable (random encounter troop), can escape
    3. End
    复制代码



    That event would have exactly the same effect as the built in encounter system - starting a battle immediately.

    A slightly less trivial example:

                    Code:       
    1. Conditional Branch: variable (random encounter troop) == 0:
    2.     Exit Event Processing
    3. End
    4. Show Text: "Monsters Are Near..."
    5. Show Choices: "Fight!", "Hide"
    6.   When "Fight!":
    7.     Battle Processing: variable (random encounter troop), can escape
    8.   When "Hide":
    9.      Show Text: "You got away.. this time."
    10. End
    复制代码


    This example gives the player a choice to fight the encounter or avoid it.
    Try adding a random dice roll to make hiding not always work, or give the player advantage when choosing to fight.

    With events, you can easily get creative and trigger a minigame using parallel events, or have a chasing map event appear near the player and vanish if the player manages to take enough steps without touching it.
    It's all up to your own creativity.

    For an example of use, you can see @Touchfuzzy build an encounter cancelling minigame out of events, triggered by this plugin in this stream:

    https://www.youtube.com/embed/IxNDFqteR90

    Terms of Use:
    Please credit as Coelocanth
    This script is open source (ISC license)


    本贴来自国际rpgmaker官方论坛作者:Coelocanth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/cc_random_encounters-mv-mz.128151/
    天天去同能,天天有童年!
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