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[Eventing Question] Galarian birds trio events like swsh

How are them exactly? I know one of them runs around a map I think...The other teleports and the last one is like flying around, right?

Zapdos =
Once zapdos spwaned if zapdos see player runs away from player they runs very fast if continue chasing zapdos they continue runs away from player if still chasing few minutes later zapdos runs slow and few minutes later zapdos stops running after zapdos stop running if player touch zapdos the battle begin or if player touched in zapdos middle of running the battle begin if fail to catching or defeating zapdos and if player defeated zapdos
They vanished if fly another location and come back this location zapdos event restored and also zapdos spawned different location in this map when player catch zapdos this even end. sorry for my bad english.
 
It's a high aim per se. If it's done, then likely many will use the script because it basically allows for 'Dynamic Overworld Encounters'. It can be used for so much more than just Zapdos.

It sounds somewhat difficult to build per se. Because x,y coordinate directions need to be given to Zapdos in comparison with Player's coordinate. And it's dynamic as well, e.g. how the Zapdos run away form the player won't be the same every time per se. E.g. If Zapdos is at 0,0 and player is at 4,4 Zapdos may either run West or North to start escape. If player coordinate overlap zapdos' "predetermined range" then run. It also has to mind for 'walls' or map perimeter so players don't easily corner it via moving diagonally.

Basically, you'd need to build a very 'simple' A.I. system. It seems like you know exactly how the mechanic work, you'd just need to implement them. Try to develop it in the following order.

1. Start by just coding a zapdos walking in circle. and if player run into it or talk to it. then start battle. This should be your primary objective going in. As it'll allow you to control the Zapdos movement and conditions.
This is basically coding in the Zapdos movement when players aren't near it. e.g. it could just be chilling for 2 minutes, then walk 2 tiles left, then chill for another 2 minutes. etc etc. It would make the game 'feels more alive'
Check out how NPC are moved in maps, and one way is to loop it, break if player is near or if player talk.

2. Next code in 'run away from player' parameter which will just be a different skillset than what you done in previous step. It can be as complicated or simple as you'd like.
You'd first code in the 'vision' for zapdos. e.g. if Player step anywhere within 5x5 tile set of Zapdos in which zapdos is the center. then trigger. However, also, 5x5 is a square, if you'd like a circular 'vision' you'd need to do extra coding, but just start with a square.

Then finally, the basic "a.i". If you got to this point, this should be the easiest part. and the most fun, since this will greatly affect players' experience regarding how this Zapdos maneuver.

You could even code in "if ran away from player more than 20 times, skip next run away and reset condition" as a soft cap for players whom's unable to 'catch it' e.g. after trying more than 20 times. I'd be bored per se
Could even upgrade it's "A.I." system to be surperior in the first 10 time, and inferior onward. etc. can do a lot of cool stuff.
 
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