Chase sequence

Emiya24

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Sorry im new so i might have posted in the wrong part of the forum sorry .-.

I need help making a chase sequence if anyone have any ideas or have made one before that be great xD 
the chase sequence im making is kind of similar to the witch's house last scene where you get chased

do you guys think its possible to make this using the basic event pages or do i need to learn some ruby for this 

Edit: oh its for VX ace btw
 
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Kiba_XXIII

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You may need to learn a bit of ruby. What i'm understanding what you're looking for is (and i might be wrong about the name) a Pathfinding Script if it needs to be very detailed, however, I know you can make an event and set it to Approach the player, so at the end you could set the event to wait, then start moving at the rate specified in the Autonomous Movement section of the event page.
 

Emiya24

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Nothing to detailed 
hmmmm

i can probably set the map to a narrow road to avoid the chaser from being stuck to a graphic xD

anyways thanks xD 
 

Kes

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Depending on exactly what you want to do, you will probably have to combine a few things.  A bit more description would help because saying "kind of similar to the witch's house last scene where you get chased" only helps if the reader knows exactly which scene from which game you're referring to.

You might start by having a look at this and then set it up so that on seeing the player, they chase.  Try setting it to 'Approach' in the autonomous route, and then adjust the speed and frequency until it's as fast as you want it.

I think a pathfinder script will be no good to you because you can't set the path when you don't know exactly where the player will be and what route they will choose to escape from you.
 

Emiya24

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Well 
i guess im trying to do a chase scene to guide the player to a certain location in this case a rooftop 

to be detailed i want the monster to like have a sudden burst of movement every few seconds towards the player
and if you get caught a small event will play then game over screen
 
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First of all make it move as fast as it can.

FIRST EVENT PAGE

Set Move Route:(This Event)  Move Toward Player (put 2 times or more, depends how much steps he will do in a burst) and then Wait (Remember 60 frames= 1 second). (set it to Repeat and dont wait for completion) (PARALLEL PROCESS!)

SECOND EVENT PAGE

here put your small game over event (PLAYER TOUCH!)

and now just put in the graphic and ta-da here's your chasing monster!
 
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Kes

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The last bit is easy.  

Set the event to 'Event touch' so that as soon as you are 'caught' the event is activated.  Event the little cut scene, call up the Game Over screen. Done

Copy/paste into all your enemy events.

Have you tried the script I linked to?

Ninja'd sort of.

But I'm concerned about that parallel process.  I'm not clear about why it's needed, and I think PPs are to be avoided unless absolutely necessary because of potential lag issues.  This is especially the case as you have specifically prevented any wait, so the PP will be cycling through 60 times per second.

Next, you don't need a second page, and I don't see how you will activate it.  There appears to be no trigger.  If there isn't one, the first page with the move on it will never become active as the engine will always read the second page first.
 
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♥SOURCE♥

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I think a pathfinder script will be no good to you because you can't set the path when you don't know exactly where the player will be and what route they will choose to escape from you.
Just a quick note: pathfinding can solve that problem. Take a look at this one, for example. With it, you could add the following in a Script command from the Set Move Route event command:

find_path($game_player.x, $game_player.y)(Set the move route to "Repeat" when you try it.)
 
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Kes

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@Source

I stand corrected.  Good thing you dropped by.
 

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