Repel Events

Kyuukon

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So, the idea came to me when playing some Overwatch.


I was thinking of a plugin that allows to tag certain events to have an "anti-gravity field" effect attached to them. I'm not sure if that's clear enough but I'll try my best to explain: same priority through map events that will repel the player if the player gets "above" them, so they won't "overlap".


You can think of them like a magnet when it meets same pole magnet.





What's the point of it? Well... it'd allows us to move NPCs freely, without them being blocked by other events or, most likely, the player itself and not look awkward at the same time.


Is someone up to it please :3?
 
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KanaX

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Well, first of all, I think that you can do that with a simple touch event. If the player is walking up against an npc for over 40 frames(?) then the npc will step aside. I see no need to include a whole repel system unless you are are in a very fast paced game with projectiles  that can be repelled.
 

Kyuukon

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@KanaX I thought of that, but I think it'd be way cleaner (and less laggy) to just write that behaviour in a plugin and tag events that use it by the name. Ideally, I want to be able to add another ingame event commands to them, independently if they are magnet events or not.


Besides, for that to happen, we'd have to check for impassable tiles, also the direction the player came from before it touched the event (for diagonal movement)... I think it's a bit trickier than it seems to be  :p  that's why I requested it here. Maybe a scripter may have more clue, I dunno.


Edit: I actually might attempt to code this. But since I'm not very familiar with the RM classes, I wanted to try my luck here first (i hate ugly coding >.<). We will see...
 
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Kyuukon

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Okay, I decided to challenge myself and give it a try. Even though it's a rather simple script, for a n00b like myself, I'm actually quite proud of how it turned out...


Here it is, in case anyone is looking for the same:


No more events getting stuck half-way :D! Not a core feature, but it's a nice detail :) I'm now thinking of extending it to make events push other events also (plus a few fixes T.T).


I'll probably create the proper plugin thread later...


Edit: New version on the way.
 
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