- Joined
- Feb 22, 2015
- Messages
- 1,034
- Reaction score
- 188
- First Language
- Meowish
- Primarily Uses
Saw a request here, and thought of putting up a script for it.
In case anyone needs it, i have it reposted here.
This script allows the rogue-like dungeon movement for events.
This means the event will move only when the player is moving. (can be turned on/off with switch)
Events can "hide" until player is close up in range, allowing surprise attack/chase.
Features:
[1] Have the event move only when the player is moving
(Controlled by switch)
[2] Enemy remain half/fully hidden until the player is in range
(Surprise attack anyone?)
[3] Chase Mode, events will start chasing the player in range
(Or runs away, you can even set your own AI)
[4] Puts an exclamation mark on the event when chase starts
(You get to choose the balloon)
[5] Extra ENFORCED moveroute toward the player during chase
(Go striaght for player when in chase range, do normal chase when not in range, do random move
when player is 10 mas away)
[6] Chase Mode works for both rogue move/normal move
(So you get to choose which one you like most, rogue or normal)
[IMG]http://s7.postimg.org/p1tnuc8tn/roguess.png[/IMG]
How to use:
[1] Paste this script above Main and below Material
[2] Add <enemy> tag in the event's name
[IMG]http://s30.postimg.org/79ddzbvhp/enemytag.png[/IMG]
[3] Change the event's Autonomous Movement type to Approach
[IMG]http://s14.postimg.org/8wqnuftkh/approach.png[/IMG]
[4] Turn the Switch on for rogue like move, off for normal move.
= Run Away Enemy =
** If you set the move type to "custom" you can setup your own AI
** Use "Move away from Player" x 3, "Random move" x 1, "Move one step forward" x 1
** Check both repeat and ignore when unable to move tick boxes
** You should be able to make an event that runs away from the player this way
= Hidden Enemy =
** If you wish to have your event enemies hidden until the player is close enough.
** In the script's setting area, set HIDE_OPACITY to 0
Compatiblity:
Should work with all scripts out there because everything is properly aliased.
Shouldn't be an issue unless someone creates a new method using the same name as this script does.
Terms of Use:
Have fun for both free and commercial use as long as credit is given.
Update:
06-Oct: Added screenshot to show how transparent & "!" mark works
06-Sept: Added a switch control for chase mode
05-Sept: Just updated the script, forgot to remove a line during testing when i posted this, so chase isn't working properly for normal mode. Please use the new one.
04-Sept: Released
In case anyone needs it, i have it reposted here.
This script allows the rogue-like dungeon movement for events.
This means the event will move only when the player is moving. (can be turned on/off with switch)
Events can "hide" until player is close up in range, allowing surprise attack/chase.
Features:
[1] Have the event move only when the player is moving
(Controlled by switch)
[2] Enemy remain half/fully hidden until the player is in range
(Surprise attack anyone?)
[3] Chase Mode, events will start chasing the player in range
(Or runs away, you can even set your own AI)
[4] Puts an exclamation mark on the event when chase starts
(You get to choose the balloon)
[5] Extra ENFORCED moveroute toward the player during chase
(Go striaght for player when in chase range, do normal chase when not in range, do random move
when player is 10 mas away)
[6] Chase Mode works for both rogue move/normal move
(So you get to choose which one you like most, rogue or normal)
[IMG]http://s7.postimg.org/p1tnuc8tn/roguess.png[/IMG]
How to use:
[1] Paste this script above Main and below Material
[2] Add <enemy> tag in the event's name
[IMG]http://s30.postimg.org/79ddzbvhp/enemytag.png[/IMG]
[3] Change the event's Autonomous Movement type to Approach
[IMG]http://s14.postimg.org/8wqnuftkh/approach.png[/IMG]
[4] Turn the Switch on for rogue like move, off for normal move.
= Run Away Enemy =
** If you set the move type to "custom" you can setup your own AI
** Use "Move away from Player" x 3, "Random move" x 1, "Move one step forward" x 1
** Check both repeat and ignore when unable to move tick boxes
** You should be able to make an event that runs away from the player this way
= Hidden Enemy =
** If you wish to have your event enemies hidden until the player is close enough.
** In the script's setting area, set HIDE_OPACITY to 0
Compatiblity:
Should work with all scripts out there because everything is properly aliased.
Shouldn't be an issue unless someone creates a new method using the same name as this script does.
Terms of Use:
Have fun for both free and commercial use as long as credit is given.
Update:
06-Oct: Added screenshot to show how transparent & "!" mark works
06-Sept: Added a switch control for chase mode
05-Sept: Just updated the script, forgot to remove a line during testing when i posted this, so chase isn't working properly for normal mode. Please use the new one.
04-Sept: Released
Code:
#==============================================================================# ■ Meow Face Rogue Chase System#------------------------------------------------------------------------------# Allow event to move only when the player is moving, Chase Mode, Hide Mode etc#==============================================================================# How to Use:# [1] Paste this script below Material and above Main# [2] Add <enemy> tag in the event's name# [3] Change the event's movement type to Approach# [4] Config the script to your likings at the configuration area# [5] Turn the Switch on for rogue like move, off for normal move in game# [6] Chase mode is now controlled by a switch as well#==============================================================================module MF_RogueMove #DO NOT REMOVE!#==============================================================================# START OF CONFIGURATION#============================================================================== SW_ROGUE = 1 #Switch number for turning the rogue move on/off (0 to turn it off) SW_CHASE = 2 #Switch number for turning the chase mode on/off (0 to turn it off) DISTANCE = 5 #Distance for chase activation (1-10, 10 is about 640x640 pixels in screen size) HIDE_OPACITY = 128 #Opacity of the enemy when player is not in range (0-255) BALLOON = 1 # Pop-up Balloon type (1-10, 0 to turn it Off) CHASE_SPEED = 4 # Enemy Speed when chasing the player (0-6) CHASE_FREQUENCY = 6 # Enemy Move Frequency when chasing the player (0-6) DEFAULT_SPEED = 4 # Enemy Move Speed when not chasing the player (0-6) DEFAULT_FREQUENCY = 3 # Enemy Move Frequency when not chasing the player (0-6) #==============================================================================# END OF CONFIGURATION# Edit anything pass this line at your own risk!#==============================================================================end #DO NOT REMOVE!#==============================================================================class Game_Event < Game_Character #-------------------------------------------------------------------------- # ◎ Alias Move Type: Move Toward Player #-------------------------------------------------------------------------- alias meowface_mttp move_type_toward_player def move_type_toward_player if @event.name.include?('<enemy>') && distance_from_player <= MF_RogueMove::DISTANCE move_toward_player else meowface_mttp end end #-------------------------------------------------------------------------- # ◎ Alias update movement #-------------------------------------------------------------------------- alias meowface_stop update_stop def update_stop if $game_switches[MF_RogueMove::SW_ROGUE] && @event.name.include?('<enemy>') super return update_self_movement if $game_player.moving? else meowface_stop end end #-------------------------------------------------------------------------- # ○ New method: Get the Distance between Event and Player #-------------------------------------------------------------------------- def distance_from_player distance_x_from($game_player.x).abs + distance_y_from($game_player.y).abs end #-------------------------------------------------------------------------- # ○ New method: Start Chasing the Player #-------------------------------------------------------------------------- def chase_player if distance_from_player <= MF_RogueMove::DISTANCE self.balloon_id = MF_RogueMove::BALLOON @opacity = 255 @move_speed = MF_RogueMove::CHASE_SPEED @move_frequency = MF_RogueMove::CHASE_FREQUENCY else @opacity = MF_RogueMove::HIDE_OPACITY @move_speed = MF_RogueMove::DEFAULT_SPEED @move_frequency = MF_RogueMove::DEFAULT_FREQUENCY end end #-------------------------------------------------------------------------- # ◎ Alias Update Method #-------------------------------------------------------------------------- alias meowface_rg_update update def update if @event.name.include?('<enemy>') && !$game_map.interpreter.running? chase_player if $game_switches[MF_RogueMove::SW_CHASE] end meowface_rg_update endend
Last edited by a moderator: