Smart Pathfinding

fizzly

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@Shaz, thanks for the quick reply - it works! Thank you once again.
 

tvorimvsevmeste

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Can I use this plugin in MZ?
If not, please tell me, will you port it to MZ and when?
This plugin is very necessary in MZ !
:LZSexcite:
 

Shaz

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This plugin will not work in MZ because it has plugin commands.

Will I port it? Initially I planned to port any plugin that people found useful. Now ... I don't know. The attitude people showed towards VisuStella and Yanfly was a major turnoff for me, and I don't know if I want anything to do with the engines or this community anymore.
 

Candacis

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@Shaz
The attitude some people had towards VisuStella was disappointing to say the least, but not everyone in the community is like that. I'm still hopeful that the majority is grateful for all the assets that are created.
It is a shame that it doesn't get reflected more in the comments/posts.

I do hope you remain in the community, because I can't imagine someone more helpful and inventive than you. Ultimately it is your own decision, if you want to port something or not. It is a hobby and you should have fun doing it.

I can imagine a port is a lot of tedious work, but I loved your smart pathfinding, because it could make whole villages that much more engaging and real. I bet this plugin breathed live into so much npcs in a bunch of MV games. Even if you don't port it, you can be proud of that and I'm thankful this plugin exists for MV.
 

calunio

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I'm sorry if this has been answered before, but is there a way to limit the number of steps the event takes? I want event 1 to move to event 2 but only X steps. How do I do that?
 

Shaz

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No, it will not do that. You would have to tell it to find the path, then wait a certain number of seconds, then cancel the pathfinding. But you may not always end up the correct distance away from the event that you want to.

Are your events moving? If not, then you don't need to use a plugin at all - you can just do a Move Route to make event 1 move in a fixed direction.
 

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Finally! I've been puzzling over why it wasn't working for two days now. Turns out all of my calculations were correct, I just forgot to give some events hitboxes. :kaoswt: Now my randomly generated maps check for collision errors, and move stuff around in real time if they finds any. :LZSexcite:
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