RPG Maker MV : How would i make certain enemies appear based on the number of an item i have in inventory? Ex: Potion=1 in inventory, slime appears. Potion=2 in inventory, bat appears.
Making certain enemy appear based on items
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Which RPGMaker is this for?
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Its for RPG Maker MV
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Ok, thanks.
I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.
Where you had your thread was for released commercial games. Here you will be more likely to get an answer for your question. -
There are several ways to do this. You can
A) Create a troop with enemies that "half appear" - then trigger them to appear when the party has certain numbers of items.
B ) Create an encounter that is only triggered when you have the appropriate items - this is if you want different troops to appear depending on items, rather than particular enemies within one troop.
In troop editor, follow the pictorial steps below.
Pic 1 - Add your enemies and right click to make them "appear halfway"
Pict 2 - Create a variable to track the # of your chosen items.
Pict 3 - Have this variable set to the value of the approrpiate item count in "game data"
4. Create a "conditional branch" that tests to see if the new variable is at the appropriate # for either enemy set 1 or set 2 (or 3, or 4). Be sure to add an "Else"
5. After "if" but before "else", insert an event to make the chosen enemy or enemies appear. This is all in turn 0, before the action begins.
5.
6. Your event page in the troop should look more or less as pictured:
Test it and tweak it. If this doesn't work, you can always play with having an "anchor" enemy that appears regardless, or even have them "transform" into the other enemy rather than appearing fully. Enemy transform is another option in the event selector.
If you want, you could use more or less the same steps for Option B from an event, but instead of making enemies appear half-way, you'd be using "battle processing" to select the appropriate team of enemies based on the same if/else structure.
Let me know if that answers the issue, or if you can work out a solution from my proposal.
Thanks! -
There are several ways to do this. You can
A) Create a troop with enemies that "half appear" - then trigger them to appear when the party has certain numbers of items.
B ) Create an encounter that is only triggered when you have the appropriate items - this is if you want different troops to appear depending on items, rather than particular enemies within one troop.
In troop editor, follow the pictorial steps below.
Pic 1 - Add your enemies and right click to make them "appear halfway"
View attachment 49179
Pict 2 - Create a variable to track the # of your chosen items.
View attachment 49180
Pict 3 - Have this variable set to the value of the approrpiate item count in "game data"View attachment 49181
4. Create a "conditional branch" that tests to see if the new variable is at the appropriate # for either enemy set 1 or set 2 (or 3, or 4). Be sure to add an "Else"View attachment 49182
5. After "if" but before "else", insert an event to make the chosen enemy or enemies appear. This is all in turn 0, before the action begins.
5. View attachment 49183
6. Your event page in the troop should look more or less as pictured:
View attachment 49185
Test it and tweak it. If this doesn't work, you can always play with having an "anchor" enemy that appears regardless, or even have them "transform" into the other enemy rather than appearing fully. Enemy transform is another option in the event selector.
If you want, you could use more or less the same steps for Option B from an event, but instead of making enemies appear half-way, you'd be using "battle processing" to select the appropriate team of enemies based on the same if/else structure.
Let me know if that answers the issue, or if you can work out a solution from my proposal.
Thanks!
This worked, thanks.