Chase System Help

DoubleRaineBow

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Having troubles with a chase system I have for my game.

As far as I know, I have the monster appearing randomly whenever the player enters a room and chasing the player down by using conditional branches, variables, and common events. What I don't have down is getting the monster to go through doors and stop after a while (like after passing through 5 doors or so).

If someone has a better idea for random appearances and chase sequences, please post by all means.

Otherwise, if someone has a solution for having the monster go through doors while the chase sequence is activated, please reply.
 

Chiakscare

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Are you having the chase sequence go over multiple maps, such as a door doing a Transfer?
 

Chiakscare

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For chasing, you can have something trigger the initial chase, then (in that same event) tell the chasing event to move toward the player on Repeat Action, no Wait; when you leave and Transfer, use Set Event Location to have it stick with the player (with time to react and keep running); you'll have to set coordinates appropriately. For greater suspense, you could use opening doors without transfers and just have it follow. To end a chase, you can use a transfer or fadeout and make the chaser disappear by whatever means you want or simply use that as a way to set their location to another door you know the player has to walk through later (the player opens the door and there they are, etc.)

If you're using doors as counters for stopping the chases, have each door make a variable go +1, and that variable can be used to determine when you'd make that chase stop based on a total via Conditional Branches.

For random things, have something roll a randomly numbered variable and Conditional Branches with outcomes based on the result of that variable. Such as you examining an object, roll the variable, and maybe they'll come running from the other side of the room off screen. 
 

DoubleRaineBow

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For chasing, you can have something trigger the initial chase, then (in that same event) tell the chasing event to move toward the player on Repeat Action, no Wait; when you leave and Transfer, use Set Event Location to have it stick with the player (with time to react and keep running); you'll have to set coordinates appropriately. For greater suspense, you could use opening doors without transfers and just have it follow. To end a chase, you can use a transfer or fadeout and make the chaser disappear by whatever means you want or simply use that as a way to set their location to another door you know the player has to walk through later (the player opens the door and there they are, etc.)

If you're using doors as counters for stopping the chases, have each door make a variable go +1, and that variable can be used to determine when you'd make that chase stop based on a total via Conditional Branches.

For random things, have something roll a randomly numbered variable and Conditional Branches with outcomes based on the result of that variable. Such as you examining an object, roll the variable, and maybe they'll come running from the other side of the room off screen. 
I think I got it, though I have another question.

The "Set Event Location" seems to only target the events in the current map. Will it still transfer the monster if, lets say, it spawns a room where he has a chance to appear randomly, transfer to one room, and then transfer into another room?

I'm not sure if I'm thinking this too hard or not
 

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