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.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 :(
			
				Ruby:
			
		
		
		  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 
	
 
 
		 
 
		 
 
		