I was hoping to have enemies on the screen, that when touched initiated a random battle, but it seems like everything that keeps random encounters from happening while walking also prevents that from ever happening. Does anyone have some kind of workaround?
on map encounters that are 'same as random encounter'
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Don't you tie the battle processing to the event sprite that is on the map?
If so you could set a variable to a random number between 0-3 lets say and do conditional branches if variable == 0 use troop A, if variable == 1 use troop B, etc. It is not ENTIRELY random, but will give enough variety.
~ Dinhbat -
An easier alternative would be to allocate, say, 3 or 4 troops to the map (on Map Properties)
Then in your event, select
Battle Processing: Same as Random Encounter
Then the engine will do all the work for you.
EDIT
Here's a screenshot of how I do mine.

I have 'Erase Event' so that after the battle the enemy vanishes, but will respawn if the player leaves the map and returns.
If you want it to be just a one-off battle, then use a self switch, a second page conditioned by that switch, with no graphic and no commands. -
That's a clever sollution Dinh, i may try that out.Don't you tie the battle processing to the event sprite that is on the map?
If so you could set a variable to a random number between 0-3 lets say and do conditional branches if variable == 0 use troop A, if variable == 1 use troop B, etc. It is not ENTIRELY random, but will give enough variety.
~ Dinhbat
Thanks for the really clear answer, but given Dinh's question and your sollution I must be explaining my problem really awkwardly. How I'm doing it is exactly how you are(though I neglected to have the step away when you escape, I'm gonna use that, haha), however once the troop types are on the map properties then random encounters happen when you walk, for me, and I havn't found a way to circumvent that. Is there an obvious solution like an option I'm not clicking or something?An easier alternative would be to allocate, say, 3 or 4 troops to the map (on Map Properties)
Then in your event, select
Battle Processing: Same as Random Encounter
Then the engine will do all the work for you.
EDIT
Here's a screenshot of how I do mine.

I have 'Erase Event' so that after the battle the enemy vanishes, but will respawn if the player leaves the map and returns.
If you want it to be just a one-off battle, then use a self switch, a second page conditioned by that switch, with no graphic and no commands. -
You need to disable random encounters with the event command to set encounters off.Is there an obvious solution like an option I'm not clicking or something?
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Change encounter>disable? Because that I did try and still when I bump into an enemy they just turn to look at me then immediately look back away and continue on their random move route.You need to disable random encounters with the event command to set encounters off.
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please post screenshots of your events.
And if everything else fails, you can simply make the number of avarage steps really high, then the chances of getting a random encounter on a map will be low (if the player has to move an average number of 999 steps between encounters, chances are high that he already left the map before another encounter happens, unless you have really big maps) -
my event is almost the same as Dinh's:please post screenshots of your events.
And if everything else fails, you can simply make the number of avarage steps really high, then the chances of getting a random encounter on a map will be low (if the player has to move an average number of 999 steps between encounters, chances are high that he already left the map before another encounter happens, unless you have really big maps)

If the event command: system settings>encounters>disable says it suppresses random encounters and the battle processing is 'same as random encounter' it kind've makes sense why that's not working.
The 999 steps on average is a bit too much of a patchwork solution for my liking, I'd probably designate individual troops first(I just don't see WHY I'd need to bother, is that what everyone else with on map encounters does?). -
The random encounters that are suppressed are 'invisible' ones, leaving you with on-map visible encounters i.e. ones with the graphics you give, in the locations you place them in.
However, the engine needs to know which troop(s) you want the play to fight on any particular map. So you have no choice but to allocate the appropriate troops to that map. The "Same as random encounter" bit of the command is just telling the engine to randomly select one troop from that list.
Doing it like that does work, it's what I've done in my game. If you do it the way I've suggested, then you don't need to worry about how many steps the player takes. The only enemies they will fight will be the ones you place on the map. You want them to fight 3 enemies while they walk around? Then put 3 events. You want 2? Put 2 events. Space them out geographically so that they aren't on top of each other and that's it. -
Ah, I have finally figured out what's going on. I had allocated troop types to the map(obviously if it was completely random from the enemy list you could get the end boss in the first cave), but I'd set them all to a separate region in an attempt to avoid the random encounters before, and didn't change them back before attempting the disable encounters solution. I was in the process of taking a screen shot to go: 'See I DID put enemies there but it's still not working..!! (oh hey, they're all still set to imaginary region 3.. aw hell)'The random encounters that are suppressed are 'invisible' ones, leaving you with on-map visible encounters i.e. ones with the graphics you give, in the locations you place them in.
However, the engine needs to know which troop(s) you want the play to fight on any particular map. So you have no choice but to allocate the appropriate troops to that map. The "Same as random encounter" bit of the command is just telling the engine to randomly select one troop from that list.
Doing it like that does work, it's what I've done in my game. If you do it the way I've suggested, then you don't need to worry about how many steps the player takes. The only enemies they will fight will be the ones you place on the map. You want them to fight 3 enemies while they walk around? Then put 3 events. You want 2? Put 2 events. Space them out geographically so that they aren't on top of each other and that's it.
Thanks for the aid guys. (I clearly need to get an actual competent programmer on my team to deal with this kinda stuff.) -
One final thing. I'm on my phone now so difficult to see your screenshot, but my memory is that you had 'step back '. Change that to 'move away ' otherwise if for some reason the sprite can't step back the game will freeze. For the same reason check 'skip ' in the route move. It's easy in some circs for the sprite to be unable to move and that's another game freeze.
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