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Encounter list UI (v19+)

Resource Encounter list UI (v19+) 1.1.0

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
 
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!
 
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
 
31/07/2025 13:24:53 -0500]
[Pokémon Essentials versión 20.1]
[v20.1 Correcciones urgentes 1.0.7]

Excepción: NoMethodError
Mensaje: método indefinido `pbVolcanoMenu?' para #<DateAndTimeHud>

Rastreo inverso:
[Menú de pausa de Voltseon] 004_VoltseonMenu_Components.rb:178:in `shouldDraw?'
[Menú de pausa de Voltseon] 002_VoltseonMenu_Main.rb:89:en `bloque en pbStartScene'
[Menú de pausa de Voltseon] 002_VoltseonMenu_Main.rb:86:in `each'
[Menú de pausa de Voltseon] 002_VoltseonMenu_Main.rb:86:in `pbStartScene'
[Menú de pausa de Voltseon] 002_VoltseonMenu_Main.rb:306:in `pbStartPokemonMenu'
[Menú de pausa de Voltseon] 002_VoltseonMenu_Main.rb:298:in `call_menu'
Scene_Map:203:en `actualización'
[Siguiendo a Pokémon EX] Refresh.rb:178:en `update'
[v20.1 Hotfixes] Corrección de errores del supramundo.rb:28:en `bloque en principal'
[v20.1 Hotfixes] Corrección de errores del mundo exterior.rb:25:i
 
This is really great! I'd love to add it to the Pokegear menu though. I managed to change the pause_menu to pokegear_menu and put it in the Pokegear section, but whenever I close the Encounter List menu, the game crashes. Any ideas?
EDIT: Never mind, I managed to fix it!
 
Last edited:
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