Here's something i've tried with a dungeon...
I placed an invisible touch event in a random passageway that the player is bound to walk through at some point. In the event code, I placed a QA branch, with the message "Enemy detected! Engage in battle?". Now, under "No", the event ends. But under "Yes", I placed the "encounter" melody, the "encounter" screen effect, and a value conditional branch (let's say variable 1) with 2 choices: <1 and >0.
Next, I've created 2 monster parties, named monster1 and monster2. Under branch <1, I placed Monster 1, and under >0 I placed monster2.
Now, I've created a treasure, named Plus1. This treasure is placed in monster1 as an item, and drops "sometimes", to create a "random" effect.
Next, I placed an auto event beyond the player's reach. The event is activated only when Plus1 is dropped. Iin the event code for the auto event, Plus1 is taken and variable 1 is increased by 1.
Now, after the encounter under >0, decrease the variable by 1.
Lastly, place a bunch more invisible touch events allover the dungeon, each one having an Event transition back to the 1st touch event.
In the end, you'll have a "random" encounter system in which you can choose to fight or not. Just bear in mind that you can never flee.
I placed an invisible touch event in a random passageway that the player is bound to walk through at some point. In the event code, I placed a QA branch, with the message "Enemy detected! Engage in battle?". Now, under "No", the event ends. But under "Yes", I placed the "encounter" melody, the "encounter" screen effect, and a value conditional branch (let's say variable 1) with 2 choices: <1 and >0.
Next, I've created 2 monster parties, named monster1 and monster2. Under branch <1, I placed Monster 1, and under >0 I placed monster2.
Now, I've created a treasure, named Plus1. This treasure is placed in monster1 as an item, and drops "sometimes", to create a "random" effect.
Next, I placed an auto event beyond the player's reach. The event is activated only when Plus1 is dropped. Iin the event code for the auto event, Plus1 is taken and variable 1 is increased by 1.
Now, after the encounter under >0, decrease the variable by 1.
Lastly, place a bunch more invisible touch events allover the dungeon, each one having an Event transition back to the 1st touch event.
In the end, you'll have a "random" encounter system in which you can choose to fight or not. Just bear in mind that you can never flee.






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