Indie Dev

Hello Guest!. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, sell your games, upload content, as well as connect with other members through your own private inbox!

How to do random events, some of which aren't encounters.

Status
Not open for further replies.

David FoxFire

Adventurer
Xy$
0.00
MV haven't been launched yet, and already I'm looking for pointers. Proves that I'm already planning my first game.

We all know how to bring up a set of random encounters in RPG Maker. What I have in mind is that there will be a list of random events, some are encounters while others are not. Is there some easy (or at least easy for someone who knows what he/she is doing) way for me to set that up. (Maybe something that calls common Events instead of battles.

Thanks in advance.
 

DevoidOS

Knight
Xy$
0.00
It shouldn't be that hard to do if you know some advanced eventing. If you provided me with a better example I could try to make it in Ace.
 

David FoxFire

Adventurer
Xy$
0.00
Well, along with the group of monsters that randomly pop-up, there might be a traveling merchant, or a wagon of fellow travellers passing by that gives you a random clue, or someone who's broken down and need help. These can appear along with the random encounters.

That's what I'm thinking about. I don't have any better examples, though.
 

Rise Evil

Praised Adventurer
Xy$
0.00
I believe it's very doable with events and common events. But since it's been ages I didn't use RPG Maker, it would take me a whiiiiile to figure that out. Also, you might consider to use switch to make sure that certain random clues don't repeat themselves etc.
 

DevoidOS

Knight
Xy$
0.00
Yeah it's definitely do able. You would need to set up a bunch of varibles and switched each time but it shouldn't take too long to do.
 
Well, along with the group of monsters that randomly pop-up, there might be a traveling merchant, or a wagon of fellow travellers passing by that gives you a random clue, or someone who's broken down and need help. These can appear along with the random encounters.

That's what I'm thinking about. I don't have any better examples, though.
Non-common event example:

Have one event with about 5 pages, two for the encounter and three others where required.
On the first page, set it up to bring up a common event which gives a random self-switch except B.
On self A, bring up travellers that need help, then switch to B once their quest is done.
On self C, bring up loot or w/e with erase event once done.
On self D, bring up a monster with erase event once done.

Common event example:

A tile that is initially invisible but once touched, spawns a random event via common event a couple of tiles away, plus animation. That event should draw from common events for the other possible events as above.

Probably the least messy way I can think of doing it, unless you script call to draw event from another map entirely.
 

DevoidOS

Knight
Xy$
0.00
Non-common event example:

Have one event with about 5 pages, two for the encounter and three others where required.
On the first page, set it up to bring up a common event which gives a random self-switch except B.
On self A, bring up travellers that need help, then switch to B once their quest is done.
On self C, bring up loot or w/e with erase event once done.
On self D, bring up a monster with erase event once done.

Common event example:

A tile that is initially invisible but once touched, spawns a random event via common event a couple of tiles away, plus animation. That event should draw from common events for the other possible events as above.

Probably the least messy way I can think of doing it, unless you script call to draw event from another map entirely.
Yup that seems like the easirst way to do it.
 

punchybot

Towns Guard
Xy$
0.00
Could do it with the amount of steps you take as well.... Every 50 steps does a check, 50% chance of event triggering, reset steps taken to 0
 

David FoxFire

Adventurer
Xy$
0.00
That's something I'll be looking into as well, once I figure out what the options are in the scripting....and what the Javascript equivilant to them are.
 

Status Gear Entertainment

Praised Adventurer
Like that, but I like to have it triggered much like a random encounter, a non-combat random event.
This I can help you with since, those who are familiar with my Modus Operandi game that'll be created in RMMV, will consists of random events that will always be different each time you play the game. Assuming MV may use a different set up than the other RPG Maker versions, I won't explain it page by page, syntax by syntax.

1. Create Common Event, this will be your overall event checker.
2. Parallel Process it on each map to do the following:
  • Set timer to countdown starting at random time
  • After countdown, select random variable between 0 - X; X being the maximum number of possible events you can have happen on a certain map, in your case, 3
  • After it has chosen a number between 0 - 3, set that as your Global Event Variable.
3. Create all your events on that map and position them as you would. Have them set and activated by checking to see if the Global Event Variable is a certain value.

If it is 0 then loop the parallel process again and it will countdown at a different time and pick a different number. If it has selected 1 - 3, then the event will trigger. From here you could be doing this many ways. If you wish to continue random events even when one is currently running then you will need to check to see if your Global Event Variable has a value. If it does, then loop the random countdown once more but this time assign the value to a second Global Event Variable. This can continue forever. If you wish not to run another event when one is running then check the 1st Global Event Variable and if it contains a value, temporarily loop itself back again after a random countdown once more and continually check to see if the Global Event Variable has a value, when it no longer doesnt then replace it's value with a random one like you were from the very beginning.

This is the easiest and most flexible way to do it.
 
Last edited:

Xyphien

Owner
Staff member
Administrator
Resource Team
Xy$
9.57
@David FoxFire if your question has been solved please mark that post as Best Answer to show everyone that you question has been answered. This is to help anyone that may have the same question in the future know that there is an answer to their question.
 
Status
Not open for further replies.
Top