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KSteps2Doom XP - Printable Version

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KSteps2Doom XP - kyonides - 03-20-2024

KSteps2Doom XP

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.

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

Screenshot


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



RE: KSteps2Doom - kyonides - 08-10-2024

Minor Script Update!
Available for All of the RGSS-Based Engines

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
KSteps2Doom.repelent_steps = Number



RE: KSteps2Doom - kyonides - 08-16-2024

Minor Update Uploaded!

Version 1.2.0 includes a Bug bug fix that only let you increase your steps by 20 because I forgot to replace it with the corresponding variable. Laughing
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. Winking