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Expanded Encounter Areas - Printable Version

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Expanded Encounter Areas - DerVVulfman - 07-19-2020

Expanded Encounter Areas
Version: 1.1



Introduction

This script allows the game developer to designate areas within one or more field maps to have designated areas where additional enemy troops may be encountered by way of random encounters.

It allows for a change of the number of steps required to trigger any such random encounters and is compatible with Big Maps by DerVVulfman.



Demo

CLICK HERE



Script

The Script



Instructions

Contained within the script.



FAQ

If compared to other scripts of this nature, it is much less invasive.



Add-On Tool: Colored Encounter Areas

This script allows you to press the [SHIFT] key to highlight any area you define on the map. Helpful so you know where your expanded areas really are. Paste it below Expanded Encounter Areas for it to work.
Colored Encounter Areas



Compatibility

Designed solely for RPGMaker XP.

This system rewrites the 'encounter_list' and 'encounter_steps' methods within Game_Map.



Terms and Conditions

Free for use, even in commercial projects. Only due credit is required.


RE: Expanded Encounter Areas - kyonides - 07-19-2020

# Each defined AREA hash must have a unique key. If two or more AREA hashes
# have the same key, the last one will take prescedent.

Perhaps you should word it in a different manner like "the latter will replace the former" because that's the default hash class behavior. If it's actually using hashes, people should know that they SHOULD NOT REPEAT KEYS unless they need to replace such a value on purpose.

By the way, your comments have got several typos. Sad

As a side note, people, this script overwrites methods, alias trashed the original ones and replaced them with a redefinition, I used in my KMap scripts so be careful and place this script above mine. I do think I've aliased them so my changes should not alter the final outcome.


RE: Expanded Encounter Areas - DerVVulfman - 07-19-2020

I prefer wording my instructions in my manner. I certainly give more information than some on how a script is to be used.

Quote:By the way, your comments got several typos.
It is: By the way, your comments have several typos. Good grammar... Tongue sticking out

This requires a forced change to these methods. But I had identified such changes, and added quite descriptive and helpful comments as to their functions. And no, I will not receive any 'suggestions' towards any changes to the methods. Any suggestions would be deemed as argumentative and erased.


RE: Expanded Encounter Areas - DerVVulfman - 08-09-2020

An unobtrusive
UPDATE
has been made.


The script itself had not been altered.  There is no reason to do so.  However, the topic was altered to include a helpful developer's tool.

This tool is a simple little script allows you to visually 'see' the areas you define within 'Expanded Encounter Areas'.  When installed, you can simply press the [Shift] key on a map and the defined areas will be highlighted in various random colors.

It does nothing else but show the rectangular areas.  Still, it should prove useful.


RE: Expanded Encounter Areas - DerVVulfman - 02-08-2026

A bit of a
HOUSECLEANING UPDATE
has been made.


The underlying functionality of both Expanded Encounter Areas and the Colored Encounter Areas scripts have not been touched.  For the most part, they had sections rewritten in my current style to make them more compatible with other scripts that may seek to add content to methods which these two had aliased.  

Ergo, nothing of the actual configuration section had been changed except for a couple minor notes.  If an end user is updating their copy of this script, they have naught to worry about. 

What had been changed was the breakdown of some methods and a more appropriate naming convention.  Simultaneousply, one method was broken in twain (wow... twain?).   Indeed, a portion of the script that checked to see if the player was within an defined area was quite crucial to a new add-on script that I will soon be releasing. There was no reason to create a whole new script with all the area-defining mechanics when just a plug-in using content from Expanded Encounter Areas would suffice.

And of the Colored Encounter Areas... I just found out that I nerfed the random color-area feature on its initial release.  Now it should let you see the different rectangles on the map in different colors rather than the same fixed off-green.



Okay, fine. I added a demo too.