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KSteps2Doom VX + ACE - kyonides - 03-27-2025 KSteps2Doom 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 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. ![]() 2 Screenshots
Terms & Conditions Free for use in ANY ![]() Due credit is mandatory. ![]() Mention this forum in your game credits. That's it! ![]() RE: KSteps2Doom VX + ACE - kyonides - 03-27-2025 Script Updates!
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 Version 1.1.0 now features a new method to add the so called repelent steps to your current party.
There are 2 script calls at your disposal, both allow you to achieve the exact same goal. Code: $game_player.repelent_steps = Number Version 1.2.0 includes a
![]() This fix only lets you increase your steps by 20 because I forgot to replace it with the corresponding variable. ![]() At the same time it lets you define an mandatory item ID just in case you don't want this custom HUD to show up the whole time. Set ITEM_ID Constant to 0 if you want to keep the original HUD behavior. ![]() |