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- Aug 14, 2015
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Hello everyone,
Thanks for taking a look at my post.
Since a few days ago I started working on scripts for RPGMakerMV again. So I made a script that let events move after you did move. In the same style as Lufia.
The script: Frysning_EventMover
I will explain here some more of the interesting things, you can also always refer to the help of the script.
The Globals:
The script only has one global at the moment.
Options:
The options you have how a monster will move.
You can also create it so that the event will trigger after a few steps of the player.
<Move_With_Player 3>
Every 3th step you do will trigger the event move once. This works for all the functions.
You can also let an event move more tiles then 1 after every move you make or after the steps.
<Move_With_Player m2>
The event will now move 2 tiles in place of 1.
Combining wait and move more tiles
<Move_With_Player 3 m2>
After every 3th step of the player the event moves 2.
Custom speed:
<Move_With_Player s3>
The event will now have a move speed of 3. This works but will create wonky animations.
If you want to use a speed lower then 4 I recommend you to use the wait as well.
Example: <Move_With_Player 4 s3>
You can chain all 3 of them, but it will look weird.
NOTES:
The speed of the event will always be 4. Reason otherwise it looks like the events warp around.
Making the speed faster is no problem making it slower well that is.
Using other speeds and get a flowing animation:
This way you can make it so that the events moves nicely.
With speeds lower then 4 don't skip tiles because it looks really weird.
If you use the multi-step then the event speed will be 6 for the same reason.
Multi-step of 2 and the speed of 6 looks the best.
Have fun with using this script!
Suggestions, Questions, Bugs? Post here or contact me in an other way!
=========================PROBLEMS======================================
None that I know at the moment.
=========================================================================
****************************************TODO*********************************************************************
Making the movement of the "events" smoother if the player is dashing. (Low)
Making events move when the player can't (Low)
*********************************************************************************************************************
Terms of use:
This script is free to use for non-commercial.
I like to see what you did with it, so send me a copy of the game please :3
If you go commercial contact me please and we will sort it out really fast!
For both I really want some credit :3
Thanks for taking a look at my post.
Since a few days ago I started working on scripts for RPGMakerMV again. So I made a script that let events move after you did move. In the same style as Lufia.
The script: Frysning_EventMover
I will explain here some more of the interesting things, you can also always refer to the help of the script.
The Globals:
The script only has one global at the moment.
- speed (the default speed an event should use. Default value = 4)
Options:
The options you have how a monster will move.
- <Move_With_Player> This will make it that the event will move when you move. It will be a random movement.
- <Stalk_Player>This will make the event use the approach way to get to you.
- <Escape_Player>This will make the event run away from a player
- <Mimic_Player>The event will do the same move as the player.
- <Reverse_Mimic_Player>The event will do the opposite move as the player
- <Move_Custom>This will make the event follow the custom route you give
You can also create it so that the event will trigger after a few steps of the player.
<Move_With_Player 3>
Every 3th step you do will trigger the event move once. This works for all the functions.
You can also let an event move more tiles then 1 after every move you make or after the steps.
<Move_With_Player m2>
The event will now move 2 tiles in place of 1.
Combining wait and move more tiles
<Move_With_Player 3 m2>
After every 3th step of the player the event moves 2.
Custom speed:
<Move_With_Player s3>
The event will now have a move speed of 3. This works but will create wonky animations.
If you want to use a speed lower then 4 I recommend you to use the wait as well.
Example: <Move_With_Player 4 s3>
You can chain all 3 of them, but it will look weird.
NOTES:
The speed of the event will always be 4. Reason otherwise it looks like the events warp around.
Making the speed faster is no problem making it slower well that is.
Using other speeds and get a flowing animation:
- Speed 1 = 16 waits
- Speed 2 = 8 waits
- Speed 3 = 4 waits
This way you can make it so that the events moves nicely.
With speeds lower then 4 don't skip tiles because it looks really weird.
If you use the multi-step then the event speed will be 6 for the same reason.
Multi-step of 2 and the speed of 6 looks the best.
Have fun with using this script!
Suggestions, Questions, Bugs? Post here or contact me in an other way!
=========================PROBLEMS======================================
None that I know at the moment.
=========================================================================
****************************************TODO*********************************************************************
Making the movement of the "events" smoother if the player is dashing. (Low)
Making events move when the player can't (Low)
*********************************************************************************************************************
Terms of use:
This script is free to use for non-commercial.
I like to see what you did with it, so send me a copy of the game please :3
If you go commercial contact me please and we will sort it out really fast!
For both I really want some credit :3
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