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#1 [solved]XAS Enemy Encounter Empty [solved]XAS Enemy Encounter
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Reala

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It use to be one before they made 3.8 I believe, but i cant find it in 3.91.
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#2 [solved]XAS Enemy Encounter Empty Re: [solved]XAS Enemy Encounter
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G@MeF@Ce

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yo Reala - are you talking about the enemy sensor?

if so, this variable is set to = 10
in the Battler Script, line 94

XAS 3.91 has two ways for setting up enemies now
the old way...
and the new way by naming the event

i.e.
Code:

<EnemyX>

X = the enemy ID in the database (F9)

then you can set up the enemy type and it's sensor

in the Battler script, start at line 107


EDIT:
Reala wrote:
But the enemy encounter i meant was when you encounter enemies on a separate map.

Like in this video: https://www.youtube.com/watch?v=UHd4YCvJBPA

^to do this

start on the "peaceful map"
disable the XAS Command (switch 6) and HUD (switch 5)
and other features like the Overdrive (switch 8)

now set up the non-action enemy event with two pages:

1st page - event touch / use a graphic
- transition
- turn on/off switches (enable command, hud, overdrive, etc...)
- transfer player to the "battle map"

2nd page - action / no graphic
- blank
- through
- defeated switch on (let's use '1000' for example)


~ the "battle map"

create a event - no graphic / through
make it parallel process > with a conditional branch >
for when a 'defeat switch' is on it will transfer the player back to the "peaceful map" and turn off the Command, HUD, and overdrive, and defeated switch will be on to remove the non action enemy event from the peaceful map. example switch '1000'

~the enemy on the battle map
in order to transfer back to the "peaceful map" after you defeat this enemy you must edit the BATTLER script (F11) and include this monster to the "DEFEAT_SWITCH_IDS"
(the number on the left is the enemy id in the database)
(the number on the right is the switch id that will transfer you back to the peaceful map)

let me know if you run into any difficulties, I recall calvin624
had made a demo, if I can find it on my hard drives or XAS tutorials I will share it here.
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#3 [solved]XAS Enemy Encounter Empty Re: [solved]XAS Enemy Encounter
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Reala

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Thanks. There use to be some variable which let you choose how many enemies had to be killed before you switch back to the "peaceful" map. I'm guessing thats gone?
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#4 [solved]XAS Enemy Encounter Empty Re: [solved]XAS Enemy Encounter
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G@MeF@Ce

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variable = 999

DEFEAT_NUMBER_ID

line 310 in the MISC script.

if you decide to use this method then you would have to control the
amount throughout the game verses map/enemy specific




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#5 [solved]XAS Enemy Encounter Empty Re: [solved]XAS Enemy Encounter
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Reala

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Ah.. Ok. Thanks A lot. Now I can finally start on my game!!!
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