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Tactical Battle with Area Encounters (see post 7 for general Area Encounters)

luvva

Member

Tactical System combined with Area Encounters:

Introduction:
Hi! I've only had rpgmaker xp for a couple of days- but i've been having a bit of a play with Gubid's Tactical Battle System, and with Yeyinde's Terrain Tag Encounters Scripts;

This script disables the isometric part of Gubid's system (along with height advantages), but it allows the user to define specific battles (and tactical maps) to specific areas of a map.

Here's the links to the two original scripts:
Gubid's Tactical Battle System
Yeyinde's Terrain Tag Encounters

at the risk of plagiarism- i'm not taking any credit, because the systems are based almost ENTIRELY on theirs- i just thought about changing a couple of things :P

Features:
Those of Gubid's non-iso tactical system, and of terrain tag encounters (see above for links)

Screenshots:
(same as gubid's system, you cant really screenshot the rest)

Demo:
I'm looking on uploading my mini-project once i get round to hosting it

Instructions:
1) Install SDK 2.x if you havnt done so already
2) Below it, put Gubid's Tactical Battle System
3) Below that, put Yeyinde's Terrain Tag Encounters
4) Overwrite the following scripts:

Game_Map_iso:
#-------------------------------------------------------------------------------
# â—
 

luvva

Member

The main point of the Iso is that you can define the boundaries of your areas a lot more easily (and over multiple terrains) with it, i cant really see any easy way to define the areas otherwise...

without using SDK might be possible though- i'll have a look into it ;)
 

luvva

Member

without using SDK;
replace the terrain encounters script with:
#============================================================================
# ** Terrain Tag Encounters
#----------------------------------------------------------------------------
# Yeyinde
# 1.1.0
# 06/26/07
# SDK Version : (2.2) - Parts: I
#============================================================================

module TerrainBattle
  # Encounter list data. Syntax: [map_id, terrain_tag] => [troop1, troop2, etc.]
  ENCOUNTER_LIST = {
    [2, 1] => [1],
    [2, 2] => [1]
  }
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Get Encounter List
  #--------------------------------------------------------------------------
  def encounter_list
    @x = 0
    @y = 0
    tile_id = $game_map.map.data[$game_player.x,$game_player.y,0]
    t_x = (tile_id - 384) % 8   
    t_y = (tile_id - 384) / 8
    th = t_x + t_y * 8
    # Make key   
    key = [@map_id, th]
    # Return hash data or default data
    return TerrainBattle::ENCOUNTER_LIST[key] || @map.encounter_list
  end
end
and it should work ;)

I'll have a look into taking out the battle system, leaving just encounter areas- it'd be a case of pulling out certain bits of the code probably.
 

luvva

Member

yep- the script at the top is only for non-iso maps. in iso-maps, it uses the map i'm using for defining encounter areas as heights :P

i'm basically confusing, so i used the ISO tag because it was there- it doesnt mean its an iso-map :P

anyway, i'm done with just defining encounter areas within a map: here's the code (to be placed above main):

-Game Map-
#-------------------------------------------------------------------------------
# â—
 
Nice little addition.  it looks like it simply replaces the encounter list based on your current tile/terrain tag.  That was a nice tricky move with loading the tileset in the module to get the next map id.  I hadnt thought of doing that.  I created a script a long time ago to use encounter areas in rectangles much like rm2k3 and 2k.  It was called regional monsters.  I would bet it is compatible with all this also.  I think I released it here, but if not I know you can find it on Creation Asylum.
 

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