A downloadable plugin

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Hi all,

This plugin adds new movement types for events to use for auto movement. Things such as copy player movements, opposite player moves, and more. Events can also only move whenever the player moves, which can be useful for monsters on the map screen similar to some old school SNES games. Below is a full list of movement types available:

  • Random - same as default random move type
  • Approach - same as default approach move type
  • Custom - same as default custom move type
  • SmartApproach - will only ever try to approach
  • Random2 - will always move randomly
  • Avoid - will try to avoid the player
  • SmartAvoid - will only ever try to avoid the player
  • Mimic - will mimic the player's movements
  • Opposite - will perform the opposite of the player's movements
  • Stalk - will attempt to remain a certain amount of tiles away from the player, moving toward or away as needed

You can also select the speed at which events move relative to the player. The following speeds are available:

  • VSlow - will move once every 4 steps the player takes
  • Slow - will move once every 2 steps the player takes
  • Normal - will move every step the player takes
  • Fast - will move twice every step the player takes

OTHER FEATURES

Stun - You can stun events and prevent them from moving for a given amount of steps. You can also unstun events before they would be able to move again via plugin command.

Pause - You can set events to pause their autonomous movement during messages.

Animation RNG - You can set events to have random waits between updating their frame for step or movement animations, which will make them appear more natural instead of having all your events update their animations at the exact same time.

Region Block - This plugin provides a region ID through which events cannot move (but the player still can).

PLEASE READ BEFORE PURCHASING:

Please be aware that you can access this as well as all of my other Beta plugins for $3 on my Patreon: https://www.patreon.com/CasperGamingRPGM

This is posted to Itch.io since some people only use Itch and are not aware my Patreon and all of my beta/alpha plugins exist, or want to have everything in one convenient location (itch.io), or do not want to do a monthly subscription.

Casper Gaming's Beta/Alpha plugins are treated as an "early access" and will eventually be free for everyone once they are fully released, though this process can take months/years. By purchasing in beta/alpha, you are able to provide early feedback/suggestions which are more likely to make it into the final fully released plugin.

Please see terms of use here: Terms of Use

Requires CGMZ Core plugin: CGMZ Core

Happy RPG Making!

Purchase

Buy Now$3.00 USD or more

In order to download this plugin you must purchase it at or above the minimum price of $3 USD. You will get access to the following files:

CGMZ_EventMovement.zip 5.1 kB

Development log

Comments

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(1 edit)

Hi Casper, I'm looking to find a plugin that can make an enemy intelligently chase the player on maps say 125x125 without killing the frames, can you elaborate more on smart aproach? Does it make the event logically attempt to navigate itself to the player? Do you also know if this plugin has any notable conflicts with other plugins such as the visustella more commonly?

Do you think event's chasing the player could also incorporate diagonal movements? or a wait option forcing events to change direction in place?

Hi, Smart Approach just means it will always choose the "Move Towards Player" option in its move route. By default, the normal Approach option has a 4/6 chance of moving towards the player, a 1/6 chance to move randomly, and a 1/6 chance to move forward. It does not change how intelligent each move towards the player is.

This plugin does not do diagonal movements, but I would think if you already have a plugin that does diagonal movements it would also work for this one as it is calling the default movement options.

Hi again, smart approach sounds promising, but if it's "towards player" as you put it, does that mean that if the player is behind an obstacle directly in it's path- it won't navigate around it? I noticed also with the default approach the event moves backwards- that must be the random move you spoke of.

Do you have any plans to include a diagonal movement function? Far as I can tell the only plugin out there that allows this is ocram's move core but that unfortunately has unpredictable movements much like the default approach- and it also seems to interfere with other plugins that give diagonal commands- but not automated.

(1 edit)

Yes it will not use pathfinding, it just tries to increase its x/y values to get closer to the player's x/y values. The difference is that it does not move randomly sometimes.

I see, I would be interested to try it out but I am curious if diagonal movements could be something implemented?

Yes diagonal movement already exists in the base engine so it's not too much to add those commands to the movement routes the plugin creates. In a future update I can look to create diagonal-movement enabled versions of all of the existing movement options. Thanks for the suggestion.

This is a really cool idea! Does the smart avoid also work with other events? Is there a way to set the minimum/maximum amount of space to leave between them?

Hi, no, the Smart Avoid will always attempt to move away from the player without depending on the distance, the other avoid move type has only a 2/3 chance to move away from the player and the other possible movement rolls are the event will move randomly or move forward.

I can add a minimum distance option before an event starts trying to avoid the player to a future update, thanks for the suggestion.