Alors en gros, il faut que tu trouves ces lignes :
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| # If encounter list isn't empty, and encounter count is 0
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# If event is running or encounter is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# Confirm troop
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# If troop is valid
if $data_troops[troop_id] != nil
# Set battle calling flag
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end |
Dans la def update de Scene_Map, et que tu les remplaces par ça :
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| # If encounter list isn't empty, and encounter count is 0
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# If event is running or encounter is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# Confirm troop
list=[]
for i in 0...$game_map.encounter_list.size
j = $game_map.encounter_list[i]
if $data_troops[j]!=nil
if $data_troops[j].name.include?("t."+$game_player.terrain_tag.to_s)
list.push(j)
end
end
end
if (list.size>1)
n = rand(list.size)
else
n=0
end
troop_id = list[n]
# If troop is valid
if $data_troops[troop_id] != nil
# Set battle calling flag
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end |
Ensuite, pour configurer dans le nom de tes groupes, tu dois rajouter t.ID, ID étant le numéro de terrain tag voulu.
( C'est obligatoire pour l'instant, mais si tu veux, je dois pouvoir faire en sorte que si il y est pas, il soit pris en compte pour tout les terrains )
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