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Enemy List



Enemies are also players, so how do they become enemies? You edit them from here to add the information needed like awards and habitat. When you encounter a battle randomly, the enemy party is generated. This is what the "Count of Enemy" and the "Likes to appear with" settings are for. If selected, a random number of this enemy will be in the enemy party. If you want a more specific enemy party, you can set the cohort at the bottom "Likes to appear with". In the above example, Evil Zack will always also appear with Evil Sarah and there will always be 1 of him.

The rarity of appearance lets you adjust how rare an encounter is. In RPG Maker 2003, you would just add the monster party multiple times to make it more common. In here, you increase this number to make this enemy more rare. Numbers between 1 and 5 work well here.



Then I added the encounter list editor here. The encounter rate is a vague "Never, Low, Normal and High" option. The encounter rate scale is adjusted elsewhere, although you shouldn't. The encounter rate scale will be set at a not-annoying level, so making it any higher will be annoying. There is also a setting for how many entries in this list are selected at once during a random encounter that is not here. The specific numbers are put in one place to make it easier to adjust the random encounters quickly in a project for everything.

Well, that is if you want random encounters at all.

Some options are not shown here, noticeably the AI. The AI editor will be more complicated and is a later step.

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So how exactly does the rarity thing work? Like if I have four parties with a rarity of 1, two parties with a rarity of 2, and one party with a rarity of 5, what percent chance am I looking at for each party?
These aren't parties, these are individual enemies. "The enemy party" refers to the group you fight during battle. The between X and Y thing will generate between that number of this enemy into the one party.

It works the opposite of adding multiple copies of an enemy into a map's encounter list like you used to do in RPG Maker 2003. Just knowing numbers between 1 (common) and 5 (rare) are good, but here's the precise technical spec for those curious.

Using your example:

- Let A1, A2, A3, and A4 be different enemy types of rarity 1.
- Let B1, B2 be different enemy types of rarity 2.
- Let C1 be an enemy type of rarity 5.
- Let the random encounter enemy choice count be always 4 (its normally something like pick between 1 and 3).
- Let all these enemies be in the current map's list.

First, the list of weights looks like this:

Enemy (1/Rarity) (weight) (sum)
A1 (1/1) 1.00 0.00
A2 (1/1) 1.00 1.00
A3 (1/1) 1.00 2.00
A4 (1/1) 1.00 3.00
B1 (1/2) 0.50 4.00
B2 (1/2) 0.50 4.50
C1 (1/5) 0.20 5.00

The total weight is then 5.20. The choice count is always 4, otherwise the choice count is randomly determined by "die" roll. We then choose that many enemies with replacement.

For 4 times, generate a random number between 0.00 and 5.20 inclusive.

1.04, 1.36, 4.58, 3.09

This means we're going to add random amounts (set for each enemy type) of enemy A2, A2, B2 and A4 along with their specified cohorts (if any).

This could still be a huge encounter if A2 was an enemy that spawned a cohort that always appeared 5 times (between 5 and 5).


This is really handy because the engine calculates all the enemy parties for you so you don't have to do the tedious task of making them yourself to have more than 3 or so types of encounters per map. Random encounters become much more varied and less monotonous. The rarity system lets you throw in a few pleasant surprises.. well, pleasant as defined by you, heh heh.

This is all and good, but you probably want a scripted battle with a precise enemy appearance complete with dialog events and the like. The next version has Prepare Enemy and Start Battle commands. You call Prepare Enemy to set up the encounter and then Start Battle. You can use a "Parallel During Battle" common event, or have an enemy's AI (not shown here yet) call a script or something to do the dialog or story during battle.

Anything you can do on the map, you can do during battle. Different from RPG Maker 2003, the map is still valid too. If you have a battle that has no background set, you'll see the map below. Operations to do things to events still work. You can have a battle going on at the same time as events are doing stuff on the map if you really wanted to.
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