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Tutorial Overworld Spawns
johnjohto edited this page Jul 26, 2026
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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_activecaps 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.
-
dispositionon 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'
walkervariant 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.
Monworks: MIT code · CC0 samples · everything pictured is original content. The faithful Pokémon Red build derives from your own local pokered clone and is never distributed. Pokémon is © Nintendo/Creatures/GAME FREAK; this is an unaffiliated fan engineering project.
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