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You have misunderstood :)
Troop list
Slime x 1 -
Slime x 2 - --> Slime Sprite
Slime x 3 -
Orc x 1 -
Orc x 2 - --> Orc Sprite
Orc x 3 -
Plant x 1 -
Plant x 2 - --> Plant sprite
Plant x 3 -
I am trying to set it up so, that the sprites matches up the monster player can choose to fight or to avoid.
Touch the specific sprite and get one out of those three fights to beat, on a same map.
It is easy to do with just using 1 type of monster on the map and use "same as random encounter" to decide between which one of the three fights player gets,
but my point is to make it so, that there is more monsters on a single map, with same function. example; bat, vampire, slime, orc, ghost, demon, and each event chooses between 1 to 3 opponents to throw at you randomly.
Vampire sprite spawns 1 to 3 vampires to fight against you.
Ghost sprite spawns 1 to 3 ghosts to fight against you.
Any clearer now :p?
Of course I could add some shadowy thing to represent all monsters on the map in the whole game, but that would totally ruin the whole point of having forrest monsters lurking about or guard running after you in the prison and so on.
Would work in dungeons where it is dark and hard to see what monster you are going to fight, but out in the open bright world it only makes sense to see what monster you're about to fight or run away from.
In the event:
Control variables: [Variable x] = random number (0...100)
Conditional branch: [variable x] <= (some number)
Battle processing: Slime 3
Conditional branch: [variable x] >= (some number)
Battle processing: Slime 2
Else
Battle processing: Slime 1
Say you want Slime 1 to have 70 percent chance, 2 20 percent and 3 10 percent.
Control variables: [Variable x] = random number (0...100)
Conditional branch: [variable x] <= (10)
Battle processing: Slime 3
Conditional branch: [variable x] >= (80)
Battle processing: Slime 2
Else
Battle processing: Slime 1
Thank you, this was exactly was I was looking for!!