IRME -Icy Random Map Encounters / Monsta Generata / Event Generator Version 1.6d
Introduction As it was VERY necessary for my game. I needed a kind of monster generator. Sadly Reedo's Map encounters was toooooo complex for me.. I decided to make my own.
#==============================================================================# # FEATURES #------------------------------------------------------------------------------# # 1.0 # Monster Generator (Manages its own spawns) # Burn out Generator (Stops spawning permanently when it reaches its maximum spawn) # # 1.3 Addons # Area based spawning (Allows for the generator to spawn in given areas) # Switch Operated (You can now turn off and on generators by assigning switches) # # 1.5 Addons # Burst Generator (Spawns all at once) # Multi Spawn (Spawn in bulks) # Clear Generator (Requires a spawn count of 0 before spawning) # Spawn Animation and Spawn SE (Animation and or Sound Effect when Spawning) # Manual Spawn (Manual Spawning) # Turn off Auto Spawn (Won't automatically spawn even when condition are met) #==============================================================================#
Well I think I covered the basis of it.
The hornets following Baron(Whiteish haired character) where spawned from the hole under the tree (I was trying to hide it.. )
How to Use?
Well you can use it for a lot of things. Minigames. *Map encounters Army simulation
And plenty of other things.
If you want an event to be a generator. Simply create a comment within the event with the following. <GENERATOR> # Declare that this event is a generator <MONSTERS 1> # This will spawn Event 1, located on the encounter map, from this generator. You can use this tag multiple times to create a wide array of events to spawn.
Q . Do you take script requests A . Yes, but it depends. (I won't make a custom battle system. SO DON'T EVEN ASK, also its really rare I like to make patches for other people scripts, unless the problem is with one of mine.)
Credits Credit me IceDragon if you use this script. If you want to use this in a commercial project. ASK ME!!
Author's Notes Ahhhhh......Happy Event Generating! And Help spread the News!
Omfg i'm using events to do the same >.< it causes lots of lags because I have to make the events run on parallel process :/
is there a way to make those events check if the character is within a certain distance of the player and change their "Local Switch" to ON and OFF?
if you could make they do that without the need of making then paralell process (So my anti lag can stop loading then when they're out of the screen) this script would solve 40% of my lag problem xD
Wltr, this works for lots of things... I'm using some eventing to do this to make the events appear on the map and take out those random battles...
to give a chance for the player to run away...
what this script does is make a EXACT COPY of the events from the other map, this means EVERYTHING that are on the pages of those events will still work. You can make some "random" events or rare encounters/npcs with this
This post has been edited by ShadoweD: Sep 7 2010, 05:36 AM
You could go and check if the event with that ID exists in a recursive call. If it doesn't, it's okay and it breaks the recursion, otherwise it continues until it finds an empty ID.
Actually, or rather funny you should say that... It does check for that....but before I had it start from 500... if you want just go down to the line with the variable for the start and change it if you want to..
I just used 500 to avoid trouble later..
(Cause I'm sure no one would have more than 255 events on the map)
With the burn out feature does that make it so that it will never work again until reloaded...? And if so could you make a slight tweek..? so thatonly one NPC can be on the map at a time and when that one dies another will spawn...?