A downloadable plugin

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Introduction

This plugin overrides the default functionality of how encounters are designed to work. By default, they reset every time the player is transferred, on save load, and when using the command to disable and enable encounters. This plugin allows you to disable these features, allowing encounters to be saved between maps, loads, and command changes.

Features 

Prevents encounter calculation from re-rolling every time: 

  • The player is transferred (whether on the same map or to a new map)
  •  A save file is loaded
  •  Change Encounter Event command is disabled and subsequently re-enabled

These settings are all configurable.

How to Use

Download the script from the attachment or from the download link  and place it in your plugins/js folder. Make sure that it is named resiPersistentEncounters.js or it's likely it won't work.

FAQ

Q: Why do encounters update through loads even if I disabled it?

A: The encounters reset the first time a save is loading. The encounters persist through loading the same load even if you've disabled the persistence to prevent players from save scumming.

Q: How do I get that gauge like in the video?

A: The gauge is created by the use of SRD_HUDMaker (Click me!)

To create the gauge with HUD Maker, use these settings for Image Gauge

 Cur. Value:
$gameParty._stepCounter
Max Value:
$gameParty._stepCounter + $gamePlayer._encounterCount

To show the text, use the Text object:
Steps to Encounter ${($gamePlayer._encounterCount + $gameParty._stepCounter) - $gameParty._stepCounter}

Terms of Use

Feel free to use it in commercial/noncommercial projects as you please, just credit me, thank you.

Download

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Click download now to get access to the following files:

Github Link
External
resiPersistentEncounters.js 7.7 kB

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