MobileSuitSonic

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It's probably too much for the engine, but in brainstorming how to make dungeon gameplay less redundant, I began to wonder how crossing gaps with a grappling hook could work. Think the mechanics of the hookshot in LEGEND OF ZELDA: A LINK TO THE PAST.

I'm still early in my project, so I want to go ahead and get this out of the way so I don't jump the gun.
 

BadMinotaur

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I'm not sure how close you could get with eventing, but I've done something similar in Ace with scripting.

The basic idea that I worked with is that you check each tile in front of the player, starting with the closest and going out further, for a specific region ID (let's say we chose region 63), up to a maximum distance. If you hit that region ID, you can turn off collision for the player, move them to the spot right before the collision point, and turn collision back on.

Getting the graphics to work correctly is something else; my system was a teleport system, so I didn't have to solve that problem. I hope this explanation helps in some kind of way.
 

Nutty171

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@MobileSuitSonic The system that @BadMinotaur suggested can actually be done with events in MV, just have an invisible event that does the checking for said region (using variables for said even't co-ords and the underused get location info event command). :D
 

BadMinotaur

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Get Location Info is like the unsung hero of cool events.
 

OnslaughtSupply

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I think Mog Hunter did a hook shot plugin. Might be what you need
 

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