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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? ![]() Well, that means you will just fight the same old random troops of yore. ![]() Screenshot
Terms & Conditions Free for use in ANY ![]() 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 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 RE: KSteps2Doom - kyonides - 08-16-2024 Minor Update Uploaded!
Version 1.2.0 includes a ![]() ![]() 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. ![]() |