KSteps2Doom - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +--- Thread: KSteps2Doom (/thread-8929.html) |
KSteps2Doom - kyonides - 03-20-2024 KSteps2Doom
XP + VX + ACE by Kyonides
Introduction This script turns the map's encounter steps as a fixed number. It features a simple HUD to let you know when you are about to trigger a random encounter on the current map. For RMXP The HUD will disappear if you leave any of the terrain tags belonging to a specific troop group. You have set no such troop groups on that map via script call? Well, that means you will just fight the same old random troops of yore. For RMVX The HUD will disappear if you leave any of the monster areas. You have set no areas on that map? Well, that means you won't be fighting any given monster. For RMVX ACE The HUD will disappear if you leave any of the monster regions. You have set no regions on that map? Well, that means you won't be fighting any given monster. 3 Screenshots Terms & Conditions Free for use in ANY game. Due credit is mandatory. Mention this forum in your game credits. That's it! RE: KSteps2Doom - kyonides - 03-28-2024 Script Update!
Valid for All RGSS-Based Engines! The original requestor wanted to keep the number of steps fixed the whole time. On the other hand, some people are still used to the random encounters. So this new release brings back that beloved randomness. Set DEFAULT_MODE to :random or :fix depending on your gaming needs. In game you can change it via a script call: Code: $game_player.encounter_mode = :random |