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Tutorial Overworld Spawns

johnjohto edited this page Jul 26, 2026 · 1 revision

Tutorial: Overworld Spawns (Wild Mons That Roam)

Any encounter slot can trade random battles for visible, roaming wilds -- three knobs on the zone binding:

"slots": {
 "grass": {
  "group": "egroup:wickland", "rate": 15,
  "mode": "overworld", "max_active": 5, "spawn_rate": 60
 }
}
  • mode -- "random" (today's grass, the default), "overworld" (visible spawns OWN the slot; no random battles), or "both".
  • spawn_rate (0-255) rolls once per player step; max_active caps the population. Spawns appear on real encounter terrain near the player, wander as you move, and despawn when left behind.
  • Walk into one to battle it -- the species and level were fixed the moment it appeared, drawn from your group with the exact same weights as a random battle. Repel suppresses under-leveled spawns entirely.
  • disposition on a group entry sets its temperament -- "wander" (default), "flee" (opens distance), or "chase" (comes to you):
{"species": "species:embermoth", "min_level": 3, "max_level": 5,
 "weight": 4, "disposition": "chase"}
  • The look: a species' walker variant track if you've drawn one, else its menu-icon archetype in the map's palette -- spawns read well with zero new art.
  • Everything is deterministic to the byte for replays: spawns move only when the player does, from their own seeded stream that never touches battle randomness.

Vermilion goes all-in: its recipe converts every wild table in your extraction to overworld mode -- all of Kanto's routes, caves, and water, each keeping its original encounter odds, day and night tables included. Random-battle purists: it's one mode knob per slot; keep your grass classic wherever you like.

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