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Encounter list UI (v19+)

Resource Encounter list UI (v19+) 1.1.0

Willix

Novice
Member
Joined
Feb 7, 2024
Posts
42
Do you think you could share that little bit of script? It sounds very interesting to organize them.
I wanted to try to create a method on my own, but it was not possible :(
Sure! As I said I just created an array with the proper ordering I want, and then I create an empty hash that is then populated using this array. I also have removed HeadbuttHigh because I'm not using it in my game, but you can customize the order/number of encounters as you wish. This is the initialize method for the EncounterList_Scene class btw.

Ruby:
Expand Collapse Copy
  def initialize
    @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport.z = 99999
    @sprites = {}
    mapid = $game_map.map_id
    @encounter_data = GameData::Encounter.get(mapid, $PokemonGlobal.encounter_version)
    if @encounter_data
      @encounter_tables = Marshal.load(Marshal.dump(@encounter_data.types))
      #EDIT: Create new empty hash and fill it using order array.
      order =Array.new
      order = [:Land,:LandDay,:LandNight,:HeadbuttLow,:Cave,:CaveDay,:CaveNight,:Water,:OldRod,:GoodRod,:SuperRod,:PokeRadar,:BugContest]
      @ordered_table = Hash.new
      for j in 0...order.length
        for k in 0...@encounter_tables.keys.length
            if @encounter_tables.keys[k] == order[j]
                @ordered_table[order[j]]=@encounter_tables[@encounter_tables.keys[k]]
            end
        end
      end
      @max_enc, @eLength = getMaxEncounters(@ordered_table)
    else
      @max_enc, @eLength = [1, 1]
    end
    @index = 0
  end
 

NachoSama_

Rookie
Member
Joined
Mar 5, 2021
Posts
4
Sure! As I said I just created an array with the proper ordering I want, and then I create an empty hash that is then populated using this array. I also have removed HeadbuttHigh because I'm not using it in my game, but you can customize the order/number of encounters as you wish. This is the initialize method for the EncounterList_Scene class btw.

Ruby:
Expand Collapse Copy
  def initialize
    @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport.z = 99999
    @sprites = {}
    mapid = $game_map.map_id
    @encounter_data = GameData::Encounter.get(mapid, $PokemonGlobal.encounter_version)
    if @encounter_data
      @encounter_tables = Marshal.load(Marshal.dump(@encounter_data.types))
      #EDIT: Create new empty hash and fill it using order array.
      order =Array.new
      order = [:Land,:LandDay,:LandNight,:HeadbuttLow,:Cave,:CaveDay,:CaveNight,:Water,:OldRod,:GoodRod,:SuperRod,:PokeRadar,:BugContest]
      @ordered_table = Hash.new
      for j in 0...order.length
        for k in 0...@encounter_tables.keys.length
            if @encounter_tables.keys[k] == order[j]
                @ordered_table[order[j]]=@encounter_tables[@encounter_tables.keys[k]]
            end
        end
      end
      @max_enc, @eLength = getMaxEncounters(@ordered_table)
    else
      @max_enc, @eLength = [1, 1]
    end
    @index = 0
  end
I really appreciate you sharing this!
This will be very helpful for my project.
Good luck with yours!
 

Eco

Novice
Member
Joined
Feb 22, 2024
Posts
16
This question might have been answered, but is there a way to hide the Encounter option from the menu UI until you trigger a certain event?

Example: Prof's aide approaches you to upgrade your Pokedex which enables encounters
 
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