Save-Point
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? Shocked
Well, that means you will just fight the same old random troops of yore. Tongue sticking out

For RMVX

The HUD will disappear if you leave any of the monster areas.
You have set no areas on that map? Shocked
Well, that means you won't be fighting any given monster. Tongue sticking out

For RMVX ACE

The HUD will disappear if you leave any of the monster regions.
You have set no regions on that map? Shocked
Well, that means you won't be fighting any given monster. Tongue sticking out

3 Screenshots


Terms & Conditions

Free for use in ANY Gamer game.
Due credit is mandatory. Serious 
Mention this forum in your game credits.
That's it! Tongue sticking out


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
$game_player.encounter_mode = :fix