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Random encounters 2.0

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    Random encounters 2.0

    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.


    "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
    -Walt Disney

    #2
    Re: Random encounters 2.0

    awesome. ill try it
    Truth stretched,
    Lies told,
    Heart of shadows;
    Not of gold.

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      #3
      Re: Random encounters 2.0

      That's cool, but... Why not just give your characters the 'Always Run' trait, and allow them to run from any random encounter?

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        #4
        Re: Random encounters 2.0

        I really should post more often....

        Anyway, I REALLY ****ING HATE the normal version of random encounters. I hate just walking along, then BAM! Monsters to fight. I'd take no fleeing over randomly being forced to fight anyday!


        "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
        -Walt Disney

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          #5
          Re: Random encounters 2.0

          Those pesky monsters! Coming after me when I'm trying to raid their homes! Who do they think they are?!

          I think this could be an idea to use while playtesting, but for the fact that its still a bit tedious to set up. Also, fights will always be in the same place. Walk on a square, have a fight, walk off the square, walk on the square, repeat.
          A God from the Machine - Menander

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            #6
            Re: Random encounters 2.0

            A bunch of people have already done all or part of this. Myself, Obright, and Crythania, to name a few. It works well!

            The setup you have to "randomize" the party is alright, but you could also include different monster parties at every event and have a central event for "common" elements like the screen effects (I use this to heal the party slightly and award "ability points" after battle, although technically you could do this using a Treasure script), or use each event to set that variable before it transitions to that first Invisible Event.


            How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

            "I live and love in God's peculiar light." - Michelangelo

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              #7
              Re: Random encounters 2.0

              Originally posted by D13 View Post
              I really should post more often....

              Anyway, I REALLY ****ING HATE the normal version of random encounters. I hate just walking along, then BAM! Monsters to fight. I'd take no fleeing over randomly being forced to fight anyday!
              Well it depends on what setting you have random encounters on. When I had RPGM3 I used to have encounters on the lower options.

              I wish you could do it the Chrono Trigger way. Having moving monsters in the dungeon, and if you touch one, battle encounter.

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                #8
                Re: Random encounters 2.0

                Originally posted by Cloudnumbers View Post
                Well it depends on what setting you have random encounters on. When I had RPGM3 I used to have encounters on the lower options.
                Even at the lowest level, the encounter rate is too high!!

                RPGM2 let you set the frequency by percentage (and even let you adjust the rate based on the number of steps you've taken since last encounter) which was a pretty decent solution.

                I wish you could do it the Chrono Trigger way. Having moving monsters in the dungeon, and if you touch one, battle encounter.
                Most high-budget RPGs use this system nowadays (and half of them that don't, just have you fight on the map without moving to a battle screen).

                You can theoretically do this with RPGM3 using events with battle scripts, but the movement options are so primitive, and their implementation so clumsy, that to my knowledge no one has floated more than a minigame on this system. You could create this system on RPGM1 - it would be quite clumsy but workable. People HAVE done this on RPGM2, as well as making simplistic but fun action RPG systems.


                How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                "I live and love in God's peculiar light." - Michelangelo

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                  #9
                  Re: Random encounters 2.0

                  I used the walk around system in bonus dungeons in RM1 because I had severely overpowered enemies with powerful drops, but the fights were tense.

                  Also, its sad, but nothing will ever touch RM2's capabilities. As far as the console RMs go, 2 is by far the most versatile, and sadly the best. The fact that you can (with enough effort) program RM2 to behave however you could want just blows all the other games out of the water.
                  A God from the Machine - Menander

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                    #10
                    Re: Random encounters 2.0

                    Originally posted by Wavelength View Post
                    You can theoretically do this with RPGM3 using events with battle scripts, but the movement options are so primitive, and their implementation so clumsy, that to my knowledge no one has floated more than a minigame on this system. You could create this system on RPGM1 - it would be quite clumsy but workable. People HAVE done this on RPGM2, as well as making simplistic but fun action RPG systems.
                    I'll try to implement something like this in Cifer: The Awakening, for boss battles anyway.
                    Snake?...Snake?SNAKE!!!

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