Roguelike movement (enemy moves only when player moves)

Qwilfish

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I want to add a rogue like movement to the game (not the combat, just movement). So when player takes one step, so does the enemy. Is it possible to do it by eventing? Or does anyone know a script for that?

I found one but its for VX Ace, can't find anything working for MV...
 
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Andar

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It's almost impossible (or rather extremely tedious) to do this by eventing.
You would basically have to have one autorun checking for keyboard input while blocking all other input, and then move both players and enemies remotely from that autorun. With variable events on different maps (which event is an enemy and which one a decoration or door on which map) it requires either extreme planning or difficult event checks making for a complex event.

You're much better off requesting a plugin to be made for this.
 

Kes

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[move]JS Plugin Requests[/move]
Using umpteen variables and parallel process this could be done by events but it would be easier to use a plugin if a suitable one exists.
 

Eliaquim

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Hi there!
It worked for me. But require a lot of eventing. And i dont know how much enemies you will put in the map. But you can do like this:


◆If:Script:$gamePlayer.isMoving()
◆Set Movement Route:EV003 (Skip)
: :◇Move toward Player

:Else
◆ // Event dont move
:End

But has a plugin that only have permission for non commercial games, and you have to give credits.
And it work better than eventing.

https://forums.rpgmakerweb.com/index.php?threads/lufiastyle-event-mover.64947/
 

Qwilfish

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Wow, thanks a lot! Thats exactly what I needed.
Why do you say the plugin works better than eventing though? Will eventing slow down the game more or something? Because your eventing is 100% what I needed and its super easy to add :)
 

Eliaquim

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Wow, thanks a lot! Thats exactly what I needed.
Why do you say the plugin works better than eventing though? Will eventing slow down the game more or something? Because your eventing is 100% what I needed and its super easy to add :)
You're welcome!
It's because in the case of the event, for example, I left it in parallel on the map. Let's assume you have 20 enemies on the map, so 20 events. You would have to put the 20 events in this conditional branch in parallel. I do not know if this can give lag or not = /
In the case of the plugin, you can customize further. For example, every 3 steps that the player gives, the event of will give 1. You can modify this any way you want.
Events that move in the opposite direction and so on. :)
 

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