Stealth/Detection System

Josuec

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Hello there!

I have been trying to find a plugin that allows me to create scenarios where there is a guard patrolling an area and you have to sneak in order to prevent a fight or a game over.

I know what you are thinking, there's a couple (Or more) plugins about this, BUT...

These plugins are very limited. I've tried using Yanfly's Event Chase Player and Galv's Event Detectors, however I'm not accomplishing what I want, which is:

i.e Setting a patrol route for a guard, if he spots you, he will chase you and as soon as he collides with you, a battle starts.

It seems that I can only use these detection systems with an idle character :(

The red underlined parts are the ones I've been able to accomplish, however I can't set a patrolling route that will eventually lead to a chase (if you get into their line of sight). It seems that it's just not compatible with the plugins.

Is there any other stealth/detection system out there that can help me achieve what I want for my game? Or is it possible to do what I want with those plugins aforementioned?

I'd appreciate any help, thanks!
 

BK-tdm

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I fiddled around a lot with both of these, gotta say Yanfly's is better for the normal on contact encounter/trigger event type of scenarios, as its pathfinding to go back to their position/patrol is better.

Yanfly works perfectly well with patrolling->spotted->chase->on contact: battle; else->back to position i've done several tests with idle and patrolling npcs.

Galv's can be achieved with a parallel "checker" (he provides the if: event x sees player= true on his calls) which then flips a switch or something else, set your patrolling guard to page 2 with said switch and set the route to approach player, then on contact= battle, etc.
 

Josuec

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I fiddled around a lot with both of these, gotta say Yanfly's is better for the normal on contact encounter/trigger event type of scenarios, as its pathfinding to go back to their position/patrol is better.

Yanfly works perfectly well with patrolling->spotted->chase->on contact: battle; else->back to position i've done several tests with idle and patrolling npcs.

Galv's can be achieved with a parallel "checker" (he provides the if: event x sees player= true on his calls) which then flips a switch or something else, set your patrolling guard to page 2 with said switch and set the route to approach player, then on contact= battle, etc.
I was having trouble by setting the parallel checker from Galv in my game, so I copied the events from the demo and successfully could establish a patrolling route/pattern. Thanks a lot for your time and help!!
 

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