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One small problem with a simplified paper mario like encounter system

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: One small problem with a simplified paper mario like encounter system
  • Original author: BurningOrca
  • Original date: April 25, 2022
  • Source thread: https://forums.rpgmakerweb.com/threads/one-small-problem-with-a-simplified-paper-mario-like-encounter-system.147068/
  • Source forum path: Game Development Engines > RPG Maker MZ Support

Summary

Paper Mario has a bunch of different ways to trigger an enemy encounter on the overworld: 1. Run into a enemy or let the enemy run into you, which starts a battle without any suprise or preemptive attacks. 2 Press a certain button to jump on the enemy, which will make Mario do Jump Damage right at the start of the battle usually to a single enemy. 3. Press another certain button to attack an enemy with the hammer, so Mario does hammer damage at the start of the battle...

Archived First Post

Paper Mario has a bunch of different ways to trigger an enemy encounter on the overworld:
1. Run into a enemy or let the enemy run into you, which starts a battle without any suprise or preemptive attacks.
2 Press a certain button to jump on the enemy, which will make Mario do Jump Damage right at the start of the battle usually to a single enemy.
3. Press another certain button to attack an enemy with the hammer, so Mario does hammer damage at the start of the battle to a single enemy.
4. Press another certain button or control stick direction to let your partner character attack the enemies inside the triggered battle.
5. Let the enemy attack you and receive damage at the start of the battle. There are enemies with distance and nearby attacks.

I've tried to implement the first 3 types to encounter an enemy as a first simple test using event commands only with just a view script calls.
The first one was easy:
Protected download
I've just set event touch, so it triggers when the event touches the player or the player touches the event.

The other two kind of encounters I've tried to implement as a parallel event.
Basically if I press shift and the event is right next to the player in the direction the player faces, then I want to perform a slash attack. If I press space or any key map to 'OK' I want to shoot a fireball with a range of two movements in the direction the player faces and if it hit an event I want to perform a fire magic skill on it.
Therefore I have the following troop event:
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The parallel event looks like this:
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And the fireball event looks like this:
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And everything is almost working except one tiny problem:
If the enemy event is right next to the player and I press shift or space it can still trigger the 'Enemy touch' encounter before the encounter from the parallel event which can be seen after fleeing from the battle and right after that the parallel event encounter is triggered. I just want only the parallel event encounter to be triggered.
How can I do this?

I've read multiple times in other threads that everything should be controlled by a single event (at least every cutscene), but I've already tried out to let the parallel event also cover the normal encounter, but it didn't work, because the enemy event and the player cannot have the same position at the same time. Event touch on the other hand triggers if they would have the same position after either the event or the player performed their movement, but after the battle they would still have the same position as before.

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Referenced Images / Attachments

Encounter Enemy.PNG
Encounter Enemy.PNG
Troop Event.PNG
Troop Event.PNG
Parallel Event 1.PNG
Parallel Event 1.PNG
Parallel Event 2.PNG
Parallel Event 2.PNG
Parallel Event 3.PNG
Parallel Event 3.PNG
Parallel Event 5.PNG
Parallel Event 5.PNG
Parallel Event 6.PNG
Parallel Event 6.PNG
Fireball.PNG
Fireball.PNG
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