Leon 55 Report post Posted February 28, 2007 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? Share this post Link to post Share on other sites
Zeriab 9 Report post Posted February 28, 2007 Nice and simple :P Share this post Link to post Share on other sites
Leon 55 Report post Posted February 28, 2007 And VERY useful for a game I was working on forever ago, but ran into this problem. Share this post Link to post Share on other sites
dreads94 0 Report post Posted August 7, 2012 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. Share this post Link to post Share on other sites
Wyzrd 12 Report post Posted August 7, 2012 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. Share this post Link to post Share on other sites
ForeverZer0 44 Report post Posted August 7, 2012 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. Share this post Link to post Share on other sites
dreads94 0 Report post Posted August 8, 2012 Thanks for the quick responces and help makes me glad to join such a active and helpful community Share this post Link to post Share on other sites