DoubleX 208 Posted June 23, 2014 (edited) Script name DoubleX RMVXA Encounter Step Author DoubleX Terms of use None other than not claiming this script as created by anyone except DoubleX or his alias Introduction Lets users get and set encounter steps and times per region per map. Those values are permanently stored even after changing maps. #------------------------------------------------------------------------------| # * Script call: $game_system.update_encounter = [result, result, ..., result]| # Sets which random encounter results automatically update encounter times | # result can be either :win, :lose or :abort meaning winning, losing or | # aborting random encounters respectively | # For example: | # [:win] means only winning random encounters automatically updates the | # encounter times while [:win, :abort] means aborting also does so | #------------------------------------------------------------------------------| # * Script call: $game_map.get_encounter_steps(region_id) | # Gets the permanently stored value of encounter steps of region with id | # region_id of the current map if 0 <= region_id <= 63 | #------------------------------------------------------------------------------| # * Script call: $game_map.set_encounter_steps(region_id, steps) | # Sets the permanently stored value of encounter steps of the region with id| # region_id of the current map as steps if 0 <= region_id <= 63 | #------------------------------------------------------------------------------| # * Script call: $game_map.update_encounter_steps(region_id) | # Sets the steps average of the current map as the permanently stored value | # of encounter steps of region with id region_id of the current map | # It doesn't change the steps average data of the current map loaded so | # the steps average of the current map will be reset after its setup | # It'll do nothing unless 0 <= region id <= 63 | #------------------------------------------------------------------------------| # * Script call: $game_map.get_encounter_times(region_id) | # Gets the permanently stored value of encounter times of region with id | # region_id of the current map if 0 <= region_id <= 63 | #------------------------------------------------------------------------------| # * Script call: $game_map.set_encounter_times(region_id, times) | # Sets the permanently stored value of encounter times of the region with id| # region_id of the current map as times if 0 <= region_id <= 63 | #------------------------------------------------------------------------------| # * Script call: $game_map.update_encounter_times(region_id) | # Adds 1 to the permanently stored value of encounter times of region with | # id region_id of the current map | # It'll possibly be called automatically after every random encounter unless| # the current region id isn't within 0 - 63 | # Whether it'll be called depends on if the result of the random encounter | # is included in $game_system.update_encounter | # It'll do nothing unless 0 <= region id <= 63 | #------------------------------------------------------------------------------| Features Use of script calls(requires knowledge of script calls) to get and set encounter steps and times of the specified region of the current map Instructions Open the script editor and put this script into an open slot between Materials and Main. Save to take effect. Compatibility Scripts aliasing or rewriting method: - self.process_victory, self.process_abort or self.process_defeat under module BattleManager - setup or encounter_step under class Game_Map - update under class Game_Player - update_encounter under class Scene_Map may have compatibility issues with this script Place this script above those aliasing any of these methods if possible FAQ None Changelog v1.01a(GMT 1200 21-7-2014): - Lets users set when encounter times will be automatically updated v1.00a (GMT 0700 23-6-2014): - 1st version of this script finished (DoubleX)Encounter Step v1.01a.txt Edited July 21, 2014 by DoubleX Share this post Link to post Share on other sites