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Well after further testing it does break after you catch all the possible monsters for that zone.

(+1)

One way to fix that is to add some code setting the step range really high if the list of monsters is empty:

if(array_length(global.encounter_valid_monsters) < 1){
  global.encounter_step_range     = [9999, 9999]
  global.steps_to_next_encounter  = 9999
}

For additional stability, go to player_step_fill and add an if statement around line 10 to not count up encounter steps if the limit is 9999:

if(global.steps_to_next_encounter < 9999){
  encounter_steps++
}

Thank you very much for all your help. That worked and was a much easier solution then what I was thinking.