Thanks for your reply that helps me understand how the feature works.
I tend to keep notes about plugins that I use, or intend to use, and with your permission, will add your last 3 paragraphs to them.
My current project has Trihan's plugin imbedded fairly deeply, but I intend to use yours for the next one (which might be done concurrently with what is now the current project).
Encounter Control (MV/MZ)
● ARCHIVED · READ-ONLY
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I was trying to figure out if it was safe to set the "Remembered Troops" value to 2 when I have only 4 possible encounters, 2 of which don't meet the encounter conditions (eg, they require a different region than the current one, though I also have some custom enconter conditions in my game).
So, to figure it out, I looked at the code and spotted the bug you just fixed (the one you two were discussing a couple days ago).
With that fixed, I can see that it's trying to correct for the case where there aren't enough encounters to fill the memory. But even then, I don't think it'll work very well, unless I'm missing something else (I didn't look at everything in detail, only spotted that one thing). For example, if you have 10 encounters, 2 of which are on the entire map and the rest of which all have different region requirements, and you set remembered troops to 2… what happens? My possibly-naïve code reading suggests that, as long as you don't enter one of the regions, you'll get at most 2 encounters and then no more – because after getting each of the entire map encounters once, no encounter meets its conditions. -
You may have missed my note in the documentation :stickytongue:With that fixed, I can see that it's trying to correct for the case where there aren't enough encounters to fill the memory. But even then, I don't think it'll work very well, unless I'm missing something else
It specifically says that the user needs to manage that by making sure there are enough troops in a region-divided map when using encounter remembering.
I could absolutely add calculations that account for it, but I'm leery of spending more time than it's worth on a plugin that I didn't even know anyone was using. You may notice you are the first person to request this feature (and only the second person to indicate they're using it at all, both of which happened this week, a year and a half after the plugin released).
So if I get some free time, I may refine that bit to account for the troop lists as filtered by regions. Or I may do some other plugin inspired by a different request to drift off into the void :guffaw: -
I did miss that note in the documentation, even after reading through it. At least it's mentioned, I suppose.
I did really want to set it to 2 even though, under certain conditions, one of my regions only has 2 encounters (there are 2 others, but they are subject to special conditions, so if those conditions aren't met there's only 2 total), because every other region has more than 2. But, it's not that big of a deal to leave it at 1. -
On bit of a tangent, I have been trying out compatibility with a couple of other random encounter plugins. Neither caused caused the game to crash when used with this plugin.
Unfortunately, Maliki79's MalMZ_EncounterConditions (which lets you assign conditions for each troop to appear on the map) doesn't work when used with this plugin, but your's still does.
Edit of paragraph above: It looks as if I might have been incorrect. Maliki79's Encounter Conditions does seem to be working with your plugin. This is very useful.:blush::)
2nd Edit: Put Malkini79's plugin above ATT_Turan's!
Trihan's RandomEncounters works with this one, and vica versa. The features of yours that I tried were the note-tag that avoids random encounters on a map after the party reaches a chosen level, your note-tag to change the frequency of encounters between regions of the same map, and your parameter variable that affects the number of encounters for all maps. I tested Trihan's regional encounter rates, including the option of using a variable for one region of a particular map.
I think the nuances of using both your and Trihan's encounter plugins in the same project need a bit of getting your head round, at least for someone like myself! For a path with few encounters out of a dungeon that has treasure and other goodies in more 'lively' regions, yours has the edge. For maps that have a region that you want to alter within the game, leaving other regions and maps unaltered, Trihan's has a lot to offer.
So far, I only tried this in MZ because I think that I will be using it more than MV for new projects.
3rd Edit: Converted my current project to use this plugin (also using Maliki79's). Features that I use include the global parameter for changing all encounter rates, adjustments between encounter rates for regions on the same map, level-cap on encounters for the undergound passage from the inn to outside the town. I like the feature that you don't get encounters using the same troop immediately. Haven't tried using the encounter gauge because it might not suit my game.
Well done, and thanks again to @ATT_Turan for an excellent plugin! -
Just noting a minor issue I experienced with your plugin: when running an Event Test from a Troop Event, the game crashed. I made the following change and it worked, not sure if this is the best way to fix it though:
Diff:@@ -444,7 +444,7 @@ Scene_Map.prototype.updateEncounterGauge = function() Scene_Map.prototype.onMapLoaded = function() { - if (this._transfer) + if (this._transfer && $dataMap && $dataMap.meta) ^M { $gamePlayer.performTransfer();
Though since the plugin has no bearing on the running of events, I suppose you could also temporarily disable it if you wanted to use Event Test mode.