Vlue 269 Posted September 15, 2013 Enhanced Encounter Conditions v1.0 By: Vlue Introduction Ever wanted to keep those vampires at bay during the day? Only want the rare beasts to show up for high level parties? Or just simply make Ron the Clown only available on the weekends? I'm not sure. But what this script does is give you much more control over how your encounters are... encountered! You can make certain troops only appear when a certain switch is on, or a certain variable is a certain amount, I'm certain anyways. You can even use script calls from other scripts! (Not guaranteed) How to Use Paste in script, edit conditions, set up encounters, ???, profit! Script Get it here! On the pastebin~ http://pastebin.com/cVSFpUf2 Credit and Thanks - By: Vlue - Free to use in any project, commercial or non-commercial Author's Notes I always feel awkward when the header is larger than the actual script... Also, this won't exactly be the easiest script to use, but feel free to ask any questions! 1 Wren reacted to this Share this post Link to post Share on other sites
magic2345 252 Posted September 16, 2013 Haha this is pretty useful! I do have a question (bear with me), can you have more than one condition? And, what the format would then be? Say, something like switch 2 ON and variable 3 more than 10. Would that be 1 => "variable(3) > 10" and "switch(2)", Or something else? Also how to set so that it returns true if a switch is off? Share this post Link to post Share on other sites
Vlue 269 Posted September 16, 2013 Yes you can! It's be: 1 => "variable(3) > 10 and switch(2)", So you had it, just too many quotes. And if you wanted it if a switch is off, then you put a exclamation in front of it: 1 => "!switch(2)" Share this post Link to post Share on other sites
magic2345 252 Posted September 16, 2013 I see, neat! Thanks for sharing the script! Share this post Link to post Share on other sites
SirAnthrax 1 Posted September 23, 2013 Ah an excellent script, just what I've needed. 1 Vlue reacted to this Share this post Link to post Share on other sites
Lazy 3 Posted August 5, 2014 I see this script use the ID in the Map Properties instead of the Troop ID, My world map has a few hundreds of encounters, how am I going to know the ID of them without having to count them one by one? Share this post Link to post Share on other sites
Vlue 269 Posted August 6, 2014 Count them two by two? >.> Seriously though, unfortunately the program doesn't display list id so you will have to count and keep track. (Also that's a lot of encounters!) Share this post Link to post Share on other sites