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Leon

Leon's Encounter-List changer

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Ok, do you ever wish you can just change what monsters appear on a map, rather than make a copy of the map and everything? Well, this script addresses taht particular problem, and is VERY easy to use! Ok, so first you put the script below all other scripts, but above Main. Next, you set the troop lists up in the script itself. See the script for a more accurate meaning.

 

 

#===================================
#  Leon's Change Map Troop Script
#----------------------------------------------------------------------
#  02/27/2007
#  v. 1.0
#----------------------------------------------------------------------
#
#  Feature:  Allows you to make additional encounter lists and change them 
#			for each map.
#
#  Instructions:
#	1.  Put above main, but other scripts
#	2.  Set the Identifier and troops within that identifier there is.
#		There is an example in the module, where you set them.
#	3.  Use 'Change_Monster.new(x) in a call script, where x is the new
#		list's ID number.  Simple, no?
#
#  NOTE:  Make sure you use the TROOP NUMBER in Monster Groups.  NOT
#		 the monster's ID number... the TROOPs.
#===================================


module Monster_Change
 #==================================
 #  Change_Monster = { ID => [troop_id, etc...]
 #==================================
 Change_Monster = {
 #This example means by calling Change_Monster.new(1), the encounters 
 #will be numbers 34, 35, and 36, erasing the old set.
 1 => [34, 35, 36]
 }
end

#===================================
#  Change_Monster
#===================================
class Change_Monster
 def initialize(new_list)
$game_map.encounter_list.clear
for i in 0...Monster_Change::Change_Monster[new_list].size
  $game_map.encounter_list.push(Monster_Change::Change_Monster[new_list][i])
end
 end
end

 

Don;t you love my quick little scripts?

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I knw this is an old topic.. but I was hoping someone could clarify my thoughts.. I am imagining that by adding this script at the entrance of and exit to areas in a map you can effectively create "zones" for special monsters to appear? Have a call script event going into zone and returning it to normal after, or setting it up with a terrain tag to have to troop lists say one for water and one for land?

 

I apologize in advance for the necropost, I am hoping I can be excused as I am trying to learn more about the script.. Again my apologies.

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No problem about the necro seeing as you had a legit reason and serious question to ask about it.

 

I talked to Lizzie just now but she said she won't be able to respond to your question for a couple days. I would help but I have no idea how this script works. I never looked into it myself.

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Never used this script, but after looking at the code, yes, you can simply add a call script at entrances/exits to do just what you asked.

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