KiteDXX
RPG Maker-in-Training
Posts: 10
|
Post by KiteDXX on Nov 23, 2006 22:33:44 GMT -5
I'm making good progress with my game so far, but I haven't messed around with the battles yet. I've tried a few different ratios per step, but it's either too high, or to the point where you must run in circles to try and find a fight. I want it to be reasonable.
What kind of ratios do you guys use? Assuming you've messed around with the DBS, of course.
|
|
|
Post by Neo Samurai on Nov 24, 2006 9:37:22 GMT -5
I use the Encounter Ratio on the Advanced Page. It lets you customize what your chances of getting into a battle is for each step.
It should be below 50% but in between 25%. It's really all up to you. Test play until you find one that you think suits your game best. (Just never place the encounter ratio on 50% or higher)
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 24, 2006 23:02:44 GMT -5
I think mine was about:
1-5:0 6-10:1.25 11-30:2.50 31-50:5.00 51+:100.00
|
|
chigoo
RPG Making Novice
gtalk%%
Posts: 65
|
Post by chigoo on Feb 13, 2008 23:01:19 GMT -5
just do what i did i made event of char modles move around and when i bump in to them an event battle starts this is how i did it
plz forgive me if you find any thing wrong with this like puntuations and or spelling error i dont like to use puntuations the slow me dwon and make me ype slow. <- see
first you make the enemy(just creat the modle,enemy action,enemy,and enemy unit,) you dont need enemy placement.
second you make to script 1 is for the movement so use action script,(just like the wonder script use random in the event action but only change all the 999s to 5 and put bypass member at the every (i forgot that) now for the second script go to other then event battle and pick the unit you want then mark both of the boxes thir then after that done go to event control then temporary removal then your finished now third go char modle and try to mach up the enemy like i made a bat monster and i use the char mode of the bird and changed its color to grayand red eyes or like the kraken i use the squid modle for it soyou get my point any way after you done with the modle move on to the event set up the event use the char modle you made for motion use the movement script and for start set it to equel then for apply use the second script with the unit after that done place it in what ever map you want and your done
|
|
|
Post by Maindric Games © on Feb 14, 2008 7:53:36 GMT -5
If you saw it, why not fix it? Also, I read half of that, stopped, got a headache...
I would do about 20. So then 1 of every 5 steps get a battle... Any higher just seems to constant.
|
|
|
Post by Neo Samurai on Feb 14, 2008 11:00:47 GMT -5
just do what i did i made event of char modles move around and when i bump in to them an event battle starts this is how i did it plz forgive me if you find any thing wrong with this like puntuations and or spelling error i dont like to use puntuations the slow me dwon and make me ype slow. <- see first you make the enemy(just creat the modle,enemy action,enemy,and enemy unit,) you dont need enemy placement. second you make to script 1 is for the movement so use action script,(just like the wonder script use random in the event action but only change all the 999s to 5 and put bypass member at the every (i forgot that) now for the second script go to other then event battle and pick the unit you want then mark both of the boxes thir then after that done go to event control then temporary removal then your finished now third go char modle and try to mach up the enemy like i made a bat monster and i use the char mode of the bird and changed its color to grayand red eyes or like the kraken i use the squid modle for it soyou get my point any way after you done with the modle move on to the event set up the event use the char modle you made for motion use the movement script and for start set it to equel then for apply use the second script with the unit after that done place it in what ever map you want and your done This is quite an old topic. Chances are the person who asked the question either: 1) Figured out what he wanted to do himself 2) Gave up on it There's no need to revive old topics such as this.
|
|
|
Post by Doan the Nado on Feb 14, 2008 18:02:08 GMT -5
This is quite an old topic. Chances are the person who asked the question either: 1) Figured out what he wanted to do himself 2) Gave up on it There's no need to revive old topics such as this. Reviving old topics is just fine, and in fact, it is encouraged. We cannot on one hand encourage people to search for their answers before posting, and then on the other hand scold them for "reviving old topics". Personally, I never understood people's aversion to replying to old posts. What's the point of keeping them around if you're never going to reply to them? On the other hand, bad spelling and punctuation does make posts much harder to read. chigoo argued that it takes longer to post when you have to be careful about that, but consider this: how many times is a post read vs. how many times it's written? Since a post is only written once but (you want it to be) read multiple times, it makes a lot of sense to invest a little bit of extra time when posting because in the end you'll save dozens of people time reading the post. Bad grammar and spelling is much more acceptable if you are a foreign speaker without a strong handle on English. But when you are a native English speaker and you can't spend the extra 1-2 minutes to make your post clear, that just looks lazy.
|
|
|
Post by The Final Rune on Feb 14, 2008 18:37:15 GMT -5
This is quite an old topic. Chances are the person who asked the question either: 1) Figured out what he wanted to do himself 2) Gave up on it There's no need to revive old topics such as this. Reviving old topics is just fine, and in fact, it is encouraged. We cannot on one hand encourage people to search for their answers before posting, and then on the other hand scold them for "reviving old topics". Personally, I never understood people's aversion to replying to old posts. What's the point of keeping them around if you're never going to reply to them? On the other hand, bad spelling and punctuation does make posts much harder to read. chigoo argued that it takes longer to post when you have to be careful about that, but consider this: how many times is a post read vs. how many times it's written? Since a post is only written once but (you want it to be) read multiple times, it makes a lot of sense to invest a little bit of extra time when posting because in the end you'll save dozens of people time reading the post. Bad grammar and spelling is much more acceptable if you are a foreign speaker without a strong handle on English. But when you are a native English speaker and you can't spend the extra 1-2 minutes to make your post clear, that just looks lazy. [white]Doan's right on the money here, on both points. Given the age of the board, necro posting is almost neccessary to avoid having many repeated topics spamming on top of each other. Not only does posting in an old thread already set up a viable topic for a concern, but it also allows the poster to see what others have said in regards previously, allowing new posters to expand or elaborate on what's already been said. Personally, I hate how some sites are all, don't necro post!!! OMG u sux!!!, its silly. If someone wants to ask or comment about something already said, its obviously something they feel needs to be heard. That being said, necro posting just to say something like, hey, that/this idea is cool, isn't really needed. Secondly, proper grammar use in any post is vital for explaining your message to the reader. Bad or improper use of grammar isn't outlawed, but it does lead to confusion. There's no time limit on how long you have to put together your posts, take the time to double check you post to see if its coherent. After all, we wouldn't have the [ Spell Check ] button there if we didn't want you to use it. EDIT: So as to not completely derail the topic... I like the use of events with character graphics used to represent the monsters in game. Thus giving the player the option to avoid battle if they chose to, rendering the need for encounter ratios unneeded in my opinion.[/white]
|
|
|
Post by Neo Samurai on Feb 14, 2008 22:58:35 GMT -5
I understand where you guys are coming from, but from what I read of his post, he was trying to help the original poster, help which he probably no longer needs (If you look at the date of the last post, you'll see that this topic is quite old). I do agree that other than to ask a question, senseless necroposting is pointless. And you do have a point on 'bumping' old, useful topics up so other people can see them. Anyway, sorry if it seems I'm bashing you, chigoo. It was mainly just an observation. And from what I read, you provided some good tips. I'm sure they'll help someone. Welcome to the forum.
|
|
|
Post by Maindric Games © on Feb 15, 2008 5:52:36 GMT -5
I didn't notics how old this was. I was just reading posts and replying. =P
|
|
raithwall
RPGM2 Helper
The World I know
Posts: 222
|
Post by raithwall on Jul 1, 2008 21:41:22 GMT -5
My insights into random encounters:
1) I have noticed that the number of enemies you can encounter in a given area of the unit placement and the ratio at which you encounter them do effect your encounter ratio.
I had a small island with only a few monsters and it took forever to get into battles here, and on another island about 10 or 20 monsters with high ratios of 1000+ and I was getting into battles every other step. This is actually a useful way to make parts of the world more battle intensive then others.
2) The suggestion above about bumping into enemies is not a very good method because they cant bump into you. If they are right up in your face nothing happens until you bump into them which I find to be very unrealistic. If you set them to equal and then have them bypass members sometimes they fight when they get inside of you, other times they wind up on top of you somehow. So unless you want the player to avoid battles as much as he wants or have enough enemies in an area to completely surround him, this method will fail. If you set 100 monster events that seek party in a big map most of them will end up finding you quickly and they will lag up the game big time.
3) The Final Fantasy Mystic Quest method: here you have monster events standing in places that block your progress like guards, and you have to fight them to move on.
4) The invisible square approach: here you place event battles on certain squares. You can also duplicate them with the duplicate command to some extent. The memory to placing all these events adds up and will eventually exceed that of unit placement.
5) My Method: Teleporting into Battle: In this method you use unit placement and encounter ratios, but when a battle occurs you turn on a battle enable flag, auto teleport the party into where they are standing, then load your own random list of event battles in the enter map. This is useful when you want a very specific set of enemies in certain dungeons, but don't want to make new unit placements.
6) The It would've been the best method approach: an indirect effect that occurs per step with your own random probability and list of event battles. Unfortunately battles cannot occur from an indirect effect script. The game will freeze up when you try to enter battle. This probably has something to do with the wall between world and battle when it comes to indirect effects. It doesn't matter if you set it to work for both, the system simply wont allow you to create transition here.
7) The annoying approach: set your own random probability into a repeating motion script, but you cant launch battles from a motion script. So you would have to turn on the no movement flag which would let the player a battle needs to happen, then the player is in charge of pressing square to initiate it.
|
|
|
Post by Doan the Nado on Jul 2, 2008 0:04:05 GMT -5
It appears that you are not aware of the ability to execute Content scripts from Motion scripts.... Check out Nash's work in this area. It involves using vehicles, and it really turned out to be a brilliant approach that solved most problems along these lines.
|
|
|
Post by madcopper on Jul 2, 2008 3:01:24 GMT -5
2) The suggestion above about bumping into enemies is not a very good method because they cant bump into you. If they are right up in your face nothing happens until you bump into them which I find to be very unrealistic. If you set them to equal and then have them bypass members sometimes they fight when they get inside of you, other times they wind up on top of you somehow. So unless you want the player to avoid battles as much as he wants or have enough enemies in an area to completely surround him, this method will fail. If you set 100 monster events that seek party in a big map most of them will end up finding you quickly and they will lag up the game big time. Just like Doan said, if you use Nash's scripts you can program what is called a range of damage in which if the character was caught inside a certain range of the enemy, you would go into battle. Currently I'm working on a game using Nash's ACBS and he programmed it very well. Also using this same idea I have been working on a Metal gear solid type thing where if your to close to an enemy and you run, then an alarm turns on. I haven't perfected it yet or really worked on it much due to other projects, but once I figure it out I think it will be pretty sweet.
|
|
|
Post by dailycolbert on Jul 15, 2008 11:30:20 GMT -5
I did:
1-30 = 0% 31-50 = 2.50% 51+ = 25%
I have big dungeons.
|
|