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teengamer

Battles only on certain tile type [VX]

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See, this is why I complain about Enterbrain's add-two-features-remove-two-features policies. In XP, this could be done very easily with Terrain Tags. But VX doesn't have those.

 

So you're going to need to either get a script for this, or you're going to need to border your forest tiles with events that turn encounters on and off, which is a pain, as too many events on a map can cause serious lag.

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See, this is why I complain about Enterbrain's add-two-features-remove-two-features policies. In XP, this could be done very easily with Terrain Tags. But VX doesn't have those.

 

So you're going to need to either get a script for this, or you're going to need to border your forest tiles with events that turn encounters on and off, which is a pain, as too many events on a map can cause serious lag.

 

Great! Anyways... how do you do this in XP?

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In VX can't you just use "areas"?

 

I actually have no clue how terrain tags work, I never used em', and I can't find them in the conditional branch so I don't see where to check them.

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In VX can't you just use "areas"?

 

I actually have no clue how terrain tags work, I never used em', and I can't find them in the conditional branch so I don't see where to check them.

If it's for XP, then you can use a variable to equal Terrain Tags. Look at this tutorial on how to set it up.

http://www.rmxpunlimited.net/index.php/rmx...encounters.html

And you can use the "Areas" for VX, just make more then one depending on the field.

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Incidentally, you can use something similar to have the kinds of enemies you face be different in different terrains-- you have all the enemies set to "Appear Halfway," and on turn 0 you bring in the enemies appropriate to the terrain using Conditional Branches checking the Terrain Tag.

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Incidentally, you can use something similar to have the kinds of enemies you face be different in different terrains-- you have all the enemies set to "Appear Halfway," and on turn 0 you bring in the enemies appropriate to the terrain using Conditional Branches checking the Terrain Tag.

 

 

 

Yep.

 

Isn't cool how elaborate of a program RMXP can be without even scripting?

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