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(Tip/Trick/Tutorial) Customizing Random Battles

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    (Tip/Trick/Tutorial) Customizing Random Battles

    I was originally going to put this idea to use in my game but being the selfish person I am (or maybe that's selfless I don't know) I wanted to hurry up and coin the idea before anyone else (mwhahahah). The idea is customizing random battles to the point where they aren't exactly random (to the player at least). Using this method also allows you greater control over the experience that the player gets so they don't get too powerful and overpower your monsters. It's a simple technique and only takes a few minutes to set up. All you need is a dungeon or a field and some spare events (so make sure you didn't use up all 20!).

    Here's the basic idea, at random points in your dungeon (just pick an area; a tight hallway or in front of a treasure chest is good) create a standard event and set it's graphic to invisible. Now set the starting condition to touch, make three new modes (you'll need AT LEAST 3 if you want to reuse this event) and go into event code. Simply head to control>>battles and select the monster you want to fight (using this, you can also set the battle music for you people who complain that you can't change the battle music). After that, go to property control type>>modify mode and change this events mode to mode 2.

    Mode 2 will serve as our "turn off" mode. But what if we want to reuse this event? Well if your dungeon has a lot of backtracking, we most certainly can reuse the event. On mode 3, set the start condition to touch, and in the conditions list set one of the variables (choose a single or multiple variable you'll be modifying later on) is greater than or equal to a number of your choice. Next, set this mode up like you did the first mode but be sure to change the mode number back to 2 so the player doesn't endlessly trip the same event.

    Finally, at random points in your dungeon (your choice), create a new event that's invisible and set to touch that increases the variable you used above. Now, whenever the variable is TRUE and the player touches the monster event, it'll trigger the new mode and revert back to the old mode.

    Experiment with this using adding and subtracting (it's a shame there's no randomizer) variables to create realistic randomness. The idea of this trick is to have "hotspots" that the player won't recognize at first walkthrough. With a good set up, it not only allows you to "fake" randomness, it also allows you to set your own battle music.

    I just wanted to share this because almost every floor of my dungeon has about 15 spare events and I think the battle rate is a tad bit too high even when set on low. Hope this is useful.

    EDIT: In addition to this, you could modify after battle events as well. Say you battle a monster via an event and afterwards your party gathers together and talks about it. You can't something like that with a normal random battle.
    Last edited by marcus; 09-27-2005, 06:51 AM.

    #2
    Re: (Tip/Trick/Tutorial) Customizing Random Battles

    I did something very close to that in The Clean Underwear Quest for RPGM2.

    I found that setting the invisible event to wander helped make it less predictable.

    I don't know if that will be able to be worked in to your system, but I thought I'd mention it here nonetheless.

    Peace.

    MOO!




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