Proximity Events

Vlue

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Yah, I don't know what happened to the demo link, removed it accidentally on the last update and kept forgetting to put it back up! It's there now though!
 

Pantherine

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VLUE you are amazing I made an account just to thank you for your work on that script it has been a god send.
 

zSprawl

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Your scripts are awesome. Thank you for being reasonable with sharing. I learn a lot just from reading them, even if I don't use them all the time.

-S
 

Allerka

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Another amazing script! Combining this with Yanfly's "Gab Window" script opens up a whole new angle of gameplay, from random NPC chatter as I walk around town to puzzle clues "Hey, what's that twinkling in this crack?" or whatever else. Or at least makes things flow significantly better.

Thankfully, the two seem to work together just fine (following the sample events in the demo of a conditional branch with the "true" conditions being coming into proximity of the event in question, then triggering a script of the gab window, and setting the event to be a parallel process).
 

mandalorianjedi

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I noted a couple things about this. If you encounter 2 enemies at the exact same time, you fight the first one, then instead of fighting the second one, you fade out of the first battle then into the second, but skip fighting. It jumps as if you just won, so you get the rewards for both battles, but you only fight one.

In addition, if you use the airship, they chase your airship and fight you. Is there a way to temporarily disable them when you are in the airship?
 

Vlue

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Not much I can do about note #1, but note #2 is quite easy! Updated the pastebin so you can use set a switch to be turned on/off to pause Proxy checks.
 

mandalorianjedi

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Thanks for that update. One last note and I'm not sure if it can be helped either, but if you are caught while transitioning between maps, you move on to the new map, but instantly start battle there.
I have it set that when you try to escape, the even monster is paused for 60 frames before it begins to chase you again.
If I try to escape in this situation, it crashes with an error because the event enemy is not in that map. I'm pretty sure this is my fault for making the monster wait though.

*Edit, nevermind. I fixed it. I changed the enemies to event touch, and made event borders around exits so they cannot touch you if you get too close to an exit. Thanks for the time anyway.
 
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Allerka

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Not sure how I missed the 1.5 update, but hooray for adding line of sight! Stealth-sequence level GO!
 

mandalorianjedi

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One more thing (just poking because I love this script and the idea, not trying to poke at you). I notice that when you get in range and activate the enemy to chase you, and you exit the map or defeat them in battle, they will forever remain activated when they are respawned by returning to the map. What can I do to reset them after deleting them?
 

Vlue

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Depends on how you have the events set up. If you add a check for if player is not within view range to the chase portion to reset it, then that should work fine.
 

Allerka

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Want to create an event that makes continuous noise, and have it realistically fade out the further away you get from it? Here's what you do with a conditional branch. For the example here, I had a fireplace event going.

proximity branches.png

As you step closer, it gets a little louder (without breaking the loop of the sound), and then automatically fades out once you leave the event's proximity range. This'll work for music-generating events as well.

EDIT: Another cool bit I noticed is, if you have an object emitting a sound, it's affected by the terrain (I'm assuming via the line-of-sight mechanics), so if you step around a corner, the noise fades away. Yay accidental realism!
 
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Vlue

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That is a nice bit of accidental realism! Which can be ignored if you don't use line of sight for the calls~
 

Allerka

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I actually just had the event set for stock proximity, I didn't have LOS turned on.
 

Allerka

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Ahh, neat. Didn't know about that script.
 

mandalorianjedi

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This may be asking too much, but is it possible to make it so that if you are caught from the back, it is considered a back-attack? Or if you are facing the enemy, you get strike-first?
 

Sales_Kital

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This may be asking too much, but is it possible to make it so that if you are caught from the back, it is considered a back-attack? Or if you are facing the enemy, you get strike-first?
That may be possible, but difficult, the thing I can think of to make it work would be kinda partway there, by just comparing the facing direction of the player and the monster and if they match it's a back-attack.  but I don't know how to make it conditional to who runs into who.
 

resinate

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is there a verison of this script where we can apply the event thru condition branch inside the monster event itself instead of region wide?

also how do u use this script cuz there is no HOW TO USE in script like main post says, just shows examples
 
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