Encounter Warning - RPG Maker MV/MZ Plugin
A downloadable tool
Want encounters in your game to be a little less random but still have players dread taking every step? See them squirm as a powerful enemy stalks their party across a dungeon floor? Does the prospect of inflicting the D-Counter system from Breath of Fire: Dragon Quarter on players fill you with glee?
If any of the above is true then Encounter Warning may just be for you! This plugin for RPG Maker MV/MZ adds two handy customizable Windows to your Map Scene: Encounter Indicator and FOE Proximity. These can be used to give feedback about when encounters both random and planned will occur.
Plugin Features
Encounter Indicator is a UI element that indicates to the player how close they are to the next random encounter. Set thresholds, animations and sound effects for each of the 3 Stages. Can be placed anywhere on the screen and moved around via Script Calls/Plugin Commands. Encounters always happen a random amount of steps after Stage 3 is reached, the max of which can be set per Map.
FOE Proximity is a UI element that denotes how many tiles away the closest Event marked with the <FOE> Notetag is to the player. As they get closer the UI will go up three Stages and you can set thresholds, animations and sound effects for each. Can be placed anywhere on the screen and moved via Script Calls/Plugin Commands. Optionally, can be Drawn/Stowed based on FOE range.
Encounter Warning plugin works well standalone and with other plugins such as Turn Based Movement and MV3D/MZ3D for making Dungeon RPGs.
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Status | Released |
Category | Tool |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | MythAtelier |
Tags | Dungeon Crawler, JRPG, plugin, RPG Maker, rpgmaker-mv, RPG Maker MZ |
Purchase
In order to download this tool you must purchase it at or above the minimum price of $4 USD. You will get access to the following files:
Comments
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Love this plugin! I was trying to do something like this with events and it was a huge pain, so I'm glad someone finally made a plugin.
I would recommend either changing how the warnings are handled with messages or adding a parameter for it to be tied to a switch since the warnings currently flash on and then immediately flash off if there's multiple message boxes because they are scripted to turn back on upon message termination. I commented out lines 1416 to 1421 but it means I have to manually turn it back on after the final message box (or open and close the menu or start a battle). Just something I've run into while testing. Great plugin!
Thanks for trying out the plugin! Yes, we can accommodate the warning changes in the next update :)
Great work as always folks. Saw this pop up in my feed and immediately rolled outta bed to add it to my library.
Thanks for making stuff like this, and thanks for making it MV compatible too. I know it's pretty close to MZ anyway, but I think that MV is getting less and less popular to release for ( I haven't seen the code, but I imagine MZ is probably cleaner to work in since MV's devs probably learned a lesson or two?), so it's nice I can still slap plugins onto it until the wheels fall off. Someday it'll be defunct, but today is not that day XD
Keep doing your stuff y'all!
Thanks for picking up the plugin! Let us know if there are any features you would like to see or if any bugs/compatibility issues pop up.
With regard to MV support, it's actually quite the opposite! MZ is an absolute pain in the arse to work with while MV is very easy to slap things together. MZ's code is a lot cleaner and better optimized but they make even simple things like resizing a window a nightmare because of the added considerations for rect formatting and multiple resolutions. The MZ Sprite classes in particular cause a lot of trouble when we port the plugins over because they are considerably different from how MV does things. MZ's method of registering plugin commands is so annoying that some devs just hack in a way for you to use them via the MV legacy method so as to not deal with the hassle (MZ3D does this iirc).
It's not all bad though just a bunch of hoops you have to get used to jumping through :)
I appreciate the insight! I'm not familiar at all with programming in either engine (though I'm hoping to pick it up sometime soon) but I find it quite interesting to hear about what the experience is like between them, so thank you for sharing some of the experience ^^
I'm not just biased because it's good to hear my chosen horse is not straight up "better-than"ed by MZ, at least on the programming front XD
Is there an option to have encounter steps reduce under certain situations, like standing still or stealthing, via switches or what not?
There isn’t a way to not count a step as an encounter step right now (the plugin builds on top of how RPG Maker usually counts them) but it shouldn’t be too hard to include. Should have it in by next patch :)