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cmpsr2000
Stealth Detection System (SDS)

Version: 1.1
Author: Cmpsr2000
Release Date: June 17 2008

Introduction
SDS allows the developer to build games that include "Stealth" features similar to certain Final Fantasy games or even Metal Gear Solid.


Features
  • Make any event "aware" of its surroundings, effectively turning it into a "guard"
  • Execute 4 different actions on detection:
    • Mode 0: Send to Jail (transfer player)
    • Mode 1: Game Over
    • Mode 2: Common Event
    • Mode 3: MGS Mode
  • Create a "jail" event anywhere on the map!
  • MGS Mode allows guards to be alerted before trying to capture the player
  • Guard intercept speed in MGS mode can be customized
  • Final capture action in MGS mode can be customized
  • Guard search time in MGS mode can be customized
  • Guards can have custom sight ranges
  • Guards can have tunnel vision or a "cone" field of view
  • Tunnel width for tunnel vision can be customized
  • Guards' sight is blocked by objects by default, but this can be disabled by granting "truesight"
  • Mode 2 can execute any custom event you specify
  • Guards have a circle of awareness around themselves that can be disabled if desired


Script
Redefinitions
Game_Stealth
Also, put this sound in your ../Sound/SE folder: Click to view attachment


Customization

How to configure an event:
CODE

#-------------------------------------------------------------------------------
#
# SDS is an advanced stealth detection system for use in RPG Maker VX games.
# To use the system, you need to build an event that begins with a script call:
#
# $game_stealth.detector(eventID, detectRange, detectAction,
# tunnelVision, trueSight)
#
# eventID: The ID of the event. Use @event_id as it's the easiest way
# detectRange: How far the "guard" is able to see. Higher numbers require
# more CPU time to proccess! Lag increases exponentially if
# you are NOT using tunnel vision.
# detectAction: The action to perform when the guard detects the player
# DEFAULT = 1
# 0: Goto jail event
# 1: Game Over
# 2: Execute common event
# 3: MGS Mode
# tunnelVision: determines whether the guard's field of view cones out or
# goes in a straight line.
# DEFAULT = false
# trueSight: determines whether the guard can see through obstacles
# DEFAULT = false
#
# NOTE: You do NOT have to set parameters that have a default.
#
# MGS MODE EXPLAINATION:
#
# When using detectAction 3 (MGS Mode) guards will be "alerted" if
# they spot the player. The guard will run to the position they spotted
# the player at, then begin to look around for the player again. If the
# guard sees the player a second time, the captureAction is performed.
#
#-------------------------------------------------------------------------------

Game_Stealth options:

Tunnel width option:
CODE

#---------------------------------------------------------------------------
# If you use tunnel vision, set the tunnel width here. It MUST be an ODD
# number or the game will round up to the next odd number! Widths over 3
# are not recomended.
#---------------------------------------------------------------------------
@tunnelWidth = 3

To specify the common event for Mode 2:
CODE

#---------------------------------------------------------------------------
# The common event ID to execute when using the common event detect action
#---------------------------------------------------------------------------
@common_event_id = 1

To specify the speed of an intercepting MGS guard:
CODE

#---------------------------------------------------------------------------
# The speed and frequency the guards move when they detect the player in
# MGS mode.
# speed: 1: x8 slower,
# 2: x4 slower
# 3: x2 slower
# 4: normal
# 5: x2 faster
# 6: x4 faster
#
# frequency: 1: lowest
# 2: lower
# 3: normal
# 4: higher
# 5: highest
#---------------------------------------------------------------------------
@guardInterceptSpeed = 4
@guardInterceptFrequency = 5

To set the MGS Mode capture action:
CODE

#---------------------------------------------------------------------------
# When in MGS mode, the action to be performed if the guard detects the
# player a second time. This is set by default to game_over since all other
# options require some configuration. Valid values are:
# captureAction: 0: Goto jail event
# 1: Game Over
# 2: Execute common event
#---------------------------------------------------------------------------
@captureAction = 1

To set the search time for an alerted guard in MGS mode:
CODE

#---------------------------------------------------------------------------
# How many frames a guard will wait before executing each turn when
# searching for the player after detecting them in MGS mode.
#---------------------------------------------------------------------------
@waitTime = 60

To disable "awareness" bubble around guards:
CODE

#---------------------------------------------------------------------------
# Change this to false to disable the detection radius around guards.
# This means the player can safely stand next to a guard as long as he's
# not in the guard's line of sight.
#---------------------------------------------------------------------------
@allowDetectRadius= true


Compatibility
Requires RGSS2. Redefines Scene_Title, Scene_Map and Game_Event


Screenshot
Guard field of view explanations:

Normal Cone Vision:

An obstacle in the way hides the area behind the object:

Tunnel Vision with an obstacle:

Tunnel Vision and True Sight:


DEMO
Right Here!


Installation
Copy the script files into your game under the materials section.


Todo List:
  1. Check pathfinding logic more thouroughly
  2. Add ability to stop checking FoV when all tiles in a row are blocked
  3. Add ability for fighting MGS events
  4. Add option for more realistic FoV obstacles (blocking cones should extend out at the angle of incidence)
  5. Fix mgs goto bug where guard stops in front of player if the player doesn't move


FAQ
None yet!


Terms and Conditions
Feel free to use this in your game, but please give me a shout in the credits! Also, feel free to edit this for your own personal purposes but please do not repost an edited version without my consent first.

Thanks ^^/
Netto
QUOTE (cmpsr2000 @ Jun 11 2008, 11:30 PM) *
Hey guys, it's 1:30am and I'm really tired, so I'm just going to post the demo and the script and goto bed, then come back tomorrow morning and add the screen shots and detailed instructions and all that jazz.

This script was extremely easy to write until I decided to implement an MGS stealth option @.@ There is no pathfinding in RGSS so I had to program my own routine to handle it. I'm 90% certain that it is finding the shortest route, but I still need to do a few more tests to verify. Anyway there is one known bug: when a guard in MGS mode heads to your location, if you stand still and don't move out of the way he will just sit there next to you, trying to get onto the space you are occupying. Other than that I think it should mostly work.

Please enjoy, full details tomorrow. thumbsup.gif

Cool, I'll test it out tomorrow...too sleepy to do anything.
Also I'll need you to explain a bit more about the script because I'm confused.
ultima
[i]Retarded post edited by puppet smile.gif[i]
YanXie
Falcon is a big fail.

Shot down again.
woratana
Nice, puppeto smile.gif

@cmpsr
Good script biggrin.gif
I have tried the demo~

Nicely done~^^
Hanmac
its nice... very nice, but i have ideas for the alert system
gend0
Wow, very interesting. wub.gif
cmpsr2000
Thanks for the support guys ^^

Why does that falcon guy always go after my threads ;.;

I guess I need to make good on my promise and update the main post. Screen shots and instructions on the way! biggrin.gif
Neo22
very nice, I like this script. I just have one question. if you get caught, you can add dialouge to it, then have a game over? or is it just a mini-game?
Mr_E_Man
You should be flattered you're worth harrassing wink.gif

This is an excellent script. It was a nightmare calculating line of sight with events. I look forward to the upgrades.
bob_saget
Will you marry me!? This is exactly what I needed for my Metal Gear Solid mini-project!
Calintz16438
This system looks pretty amazing, I'm not gonna lie.
Ganon
Great! found a bug though. When you get caught it proscesses events twice.
Like trasfers and tranfers again.
cmpsr2000
QUOTE (Neo22 @ Jun 12 2008, 03:43 PM) *
very nice, I like this script. I just have one question. if you get caught, you can add dialouge to it, then have a game over? or is it just a mini-game?

Yes, you can do this with Mode 2 or Mode 3. You'll need to build a common event for the message and game over.

QUOTE (Mr_E_Man @ Jun 12 2008, 04:06 PM) *
You should be flattered you're worth harrassing wink.gif

This is an excellent script. It was a nightmare calculating line of sight with events. I look forward to the upgrades.

Thanks ^^ Calculating LoS in an event would be murder on the game engine's performance as well.

QUOTE (bob_saget @ Jun 12 2008, 04:30 PM) *
Will you marry me!? This is exactly what I needed for my Metal Gear Solid mini-project!

Only if you're a girl biggrin.gif

QUOTE (Calintz16438 @ Jun 12 2008, 04:37 PM) *
This system looks pretty amazing, I'm not gonna lie.

Thanks ^^ I hope it just keeps getting better!

QUOTE (bowser @ Jun 12 2008, 04:45 PM) *
Great! found a bug though. When you get caught it proscesses events twice.
Like trasfers and tranfers again.

Yeah for some reason that started when I turned on the true sight for those events. I need to track that one down. Thanks for reminding me!
SojaBird
this is realy hot!!

i like the demo and the sound effect, shocked my some time biggrin.gif cool!! haha
realy nice.
Ganon
QUOTE (cmpsr2000 @ Jun 12 2008, 05:48 PM) *
QUOTE (Neo22 @ Jun 12 2008, 03:43 PM) *
very nice, I like this script. I just have one question. if you get caught, you can add dialouge to it, then have a game over? or is it just a mini-game?

Yes, you can do this with Mode 2 or Mode 3. You'll need to build a common event for the message and game over.

QUOTE (Mr_E_Man @ Jun 12 2008, 04:06 PM) *
You should be flattered you're worth harrassing wink.gif

This is an excellent script. It was a nightmare calculating line of sight with events. I look forward to the upgrades.

Thanks ^^ Calculating LoS in an event would be murder on the game engine's performance as well.

QUOTE (bob_saget @ Jun 12 2008, 04:30 PM) *
Will you marry me!? This is exactly what I needed for my Metal Gear Solid mini-project!

Only if you're a girl biggrin.gif

QUOTE (Calintz16438 @ Jun 12 2008, 04:37 PM) *
This system looks pretty amazing, I'm not gonna lie.

Thanks ^^ I hope it just keeps getting better!

QUOTE (bowser @ Jun 12 2008, 04:45 PM) *
Great! found a bug though. When you get caught it proscesses events twice.
Like trasfers and tranfers again.

Yeah for some reason that started when I turned on the true sight for those events. I need to track that one down. Thanks for reminding me!

Im talking about ones w/o true sight... mgs mode...
it triggers the commone event or w/e and then before you move it does again.
cmpsr2000
QUOTE (bowser @ Jun 12 2008, 06:20 PM) *
Im talking about ones w/o true sight... mgs mode...
it triggers the commone event or w/e and then before you move it does again.


Ok I know what's going on there, I'll fix that for the next update.

The Wizard 007
Excellent work cmpsr2000, your scripting continues to amaze me. What a very useful script.
Ganon
Ok good, Ive wanted sneak stages for a while. banana.gif
cmpsr2000
QUOTE (pim321 @ Jun 12 2008, 06:06 PM) *
this is realy hot!!

i like the demo and the sound effect, shocked my some time biggrin.gif cool!! haha
realy nice.

QUOTE (The Wizard 007 @ Jun 13 2008, 02:15 AM) *
Excellent work cmpsr2000, your scripting continues to amaze me. What a very useful script.

QUOTE (bowser @ Jun 13 2008, 05:34 AM) *
Ok good, Ive wanted sneak stages for a while. banana.gif


Thanks for the kind words, guys. b^^b

Important edit: There was a problem with the demo file that From_Ariel pointed out to me: The player was configured to start on map 3 instead of map one. I updated the demo. You don't have to re-download the update, just open the project file and change the start position to somewhere on the left grey dragon on map001.
SpawnUchiha
Is there a way to give it a Splinter Cell feeling? Maybe if he sees something (more than likely you) he runs over pulls an alarm and then goes on patrol? This is probably solved thru switches and variables, but I would appreciate it if someone could explain.
cmpsr2000
QUOTE (SpawnUchiha @ Jun 15 2008, 08:17 PM) *
Is there a way to give it a Splinter Cell feeling? Maybe if he sees something (more than likely you) he runs over pulls an alarm and then goes on patrol? This is probably solved thru switches and variables, but I would appreciate it if someone could explain.


Yes, you could do this with the common event "mode". I am not an experienced eventer so I'm sure one of them could explain the contents of the event better.
prinsu kun
Thank you so much
I love this script ^___^
+

Suggestion:

could you make ability when you press back on the guard you could call an event in the same guard or something like (knock them out) ?
SpawnUchiha
QUOTE (SpawnUchiha @ Jun 15 2008, 09:17 PM) *
Is there a way to give it a Splinter Cell feeling? Maybe if he sees something (more than likely you) he runs over pulls an alarm and then goes on patrol? This is probably solved thru switches and variables, but I would appreciate it if someone could explain.


I'll have to talk to an eventer then, but even better he could pull the alarm and then a few mores guard walk in through a door (Major eventing) and they all have increased vision and they start looking around for you. It would be nice if characters could notice sounds but that is way too hard to do. Anyways nice script I played the demo yesterday. Like the above guy said a Knock Out/Interrogate/Kill feature would be nice to. However I snuck up behind a guard and he caught me.
cmpsr2000
QUOTE (prinsu kun @ Jun 16 2008, 04:19 AM) *
Suggestion:

could you make ability when you press back on the guard you could call an event in the same guard or something like (knock them out) ?

and
QUOTE (SpawnUchiha @ Jun 16 2008, 07:00 AM) *
However I snuck up behind a guard and he caught me.


If you set @allowDetectRadius = false in Game_Stealth you will be able to approach the guards from behind and the sides, then you can just make another page in the guard event for the action on player touch (knockout, trigger battle, etc).
SpawnUchiha
Thanks however I was talking about in your demo. smile.gif Nice script I forgot to add that.
From_Ariel
Cmpsr your title is an accurate one you don't just program you compose works of art in code, this script will ad fun and variety to any game that uses it and will likely become a big favorite like many of your other scripts.

This script allows so much more options for fun and mini games to any project well done hun, Well done!
cmpsr2000
QUOTE (From_Ariel @ Jun 17 2008, 06:52 AM) *
Cmpsr your title is an accurate one you don't just program you compose works of art in code, this script will ad fun and variety to any game that uses it and will likely become a big favorite like many of your other scripts.

This script allows so much more options for fun and mini games to any project well done hun, Well done!


Thanks Ariel! /huggles laugh.gif
cmpsr2000
New in version 1.1:
  • Improved performance. (fixed some logic to be more precise)
  • Fixed bug where common events would sometimes run twice when captured in MGS mode
  • Pathfinding now works 100%. No more crashes or taking the long way around!
sargunster
another one of ur amazing scripts!
woot.gif
chstens
I'm curious, I have never used scripts before, is it possible to combine this script with the Blizz-ABS?
cmpsr2000
QUOTE (sargunster @ Jun 17 2008, 01:50 PM) *
another one of ur amazing scripts!
woot.gif

Thanks! laugh.gif
QUOTE (chstens @ Jun 18 2008, 07:04 AM) *
I'm curious, I have never used scripts before, is it possible to combine this script with the Blizz-ABS?

Most likely, but I can't be absolutely certain without taking a look at the abs. The best thing to do would be to combine them in a project and see if they work! I didn't change any built-in methods, just added to them so as long as the ABS was built the same way it should work.

Also, I added the sound file to the first post and I found some of my debug code still in the files for 1.1 so if you downloaded them already, go ahead and grab the updated ones!
Ganon
QUOTE (chstens @ Jun 18 2008, 08:04 AM) *
I'm curious, I have never used scripts before, is it possible to combine this script with the Blizz-ABS?


No, blizz abs is in rgss while this is in rgss2. The diffrence is great enough that you cant use rgss on vx.
Twilight27
Okay, so far I've seen two of your awesome scripts (including this one), and I'm amazed and glad about them. You're so awesome! I love your work. Hmm, I'm not making one, but this script can also be used for pokemon games you know...but thinking about it...I guess you'll have to put a self-switch condition before the call script command to make it a one-time only event...
Yea, thanks for the update...I had encountered that problem where common events ran twice...
HydroATMK
Hey, I just wanted to tell you I love this script.

See, what I was looking for was lets say a guard to run up to the player and battle them. Your script caused game over, so I remove the "Call Game Over" from the script and made the event control self switch to an event touch battle processing event, and it works perfectly. smile.gif

Thanks so much for the script.
SpawnUchiha
Wow Twilight. That's thinking out of the box. I could've never thought of such a genius way for a trainer to find and battle you. Perhaps this is one of the scripts Pokemon Makers for VX need. I believe XP's Pokemon Starter Kit was incomplete, though I'm not sure. I would try a Poke'mon game if I ever thought it could work.

I'll try your latest versions of the script and see if it works any better?
Psiclone
Hey, this script is awesome, and I would love to be able to use this in my game, however, I'm also using Crissaegrim ABS by Vlad. I was wondering if it was possible to make it so you could use your detection system to make the mob come to you, rather than that script's detection method?

The way that one's detection works is, if you're within a specified number of spaces from the monster, it chases after you no matter what direction it's facing. If you could combine those two somehow.. it would be awesome. Before you ask, yes, I have put them together, and there are no errors; however, I've tried all of your script's modes but all it does is just make the event continue to walk in it's specified path, or fixed.
Leoru
I was wondering...
Is there a way to turn off the stealth event for one object, like you killed it?
If so please post it.
Thanks. biggrin.gif
-Leoru
P.S: This is the best SDS script ever! I'm using it in my game! (Plus giving you credit!)
semajames
OMG Thanks cmpsr2000, I have wanted this for so long. You have answered my prayers. You are a legend.

My prescence on RRR has sadly,been lacking of late, and I'm not sure when it will improve. Still, it's great to see such a masterpiece released by such an inspiring scripter as yourself.

Hope to see more of your works in circulation in days to come.
cmpsr2000
QUOTE (semajames @ Jun 24 2008, 03:47 AM) *
OMG Thanks cmpsr2000, I have wanted this for so long. You have answered my prayers. You are a legend.

My prescence on RRR has sadly,been lacking of late, and I'm not sure when it will improve. Still, it's great to see such a masterpiece released by such an inspiring scripter as yourself.

Hope to see more of your works in circulation in days to come.


There you are! I spent all that time writing this for you and you were nowhere to be found lol. I hope it helps you out, and that you get to spend more time on the site in the future. smile.gif

Answers to other questions and comments coming soon. I'm hard at work on Shopoholic 2, so I'm trying to limit my forum time to complete that script by my deadline.
icecold49
Yo! This script is off the chain, man! Finally I can have monsters that can detect the player and then start a battle. Like Chrono Cross style. Thanks you for this one!

EDIT: Using a common event, how do I make the event who detected me follow the player. Due to the fact there is only one common event enabled to be activated and you can only make 1 event do a move command at a time, I would only be able to get 1 specific event to follow me but the other events wouldn't do anything. Sorry if this is confusing but I could use the help. Ask for clarifications if needed.
Ninjuit
Awesome this will help with my escape the castle chapter...lol
You're a beast at scripting bro!!
cmpsr2000
QUOTE (icecold49 @ Jun 24 2008, 10:09 AM) *
Yo! This script is off the chain, man! Finally I can have monsters that can detect the player and then start a battle. Like Chrono Cross style. Thanks you for this one!

EDIT: Using a common event, how do I make the event who detected me follow the player. Due to the fact there is only one common event enabled to be activated and you can only make 1 event do a move command at a time, I would only be able to get 1 specific event to follow me but the other events wouldn't do anything. Sorry if this is confusing but I could use the help. Ask for clarifications if needed.


Use MGS mode if you want the event to go to the player. Alternatively, in your common event you can use the the new .goto(x, y) script algorithm that I wrote for MGS mode. Just remember, pathfinding is an expensive proposition for the CPU, especially in larger maps.

And thanks for the kind words guys ^^
Mareus
QUOTE (cmpsr2000 @ Jun 16 2008, 02:55 PM) *
QUOTE (prinsu kun @ Jun 16 2008, 04:19 AM) *
Suggestion:

could you make ability when you press back on the guard you could call an event in the same guard or something like (knock them out) ?

and
QUOTE (SpawnUchiha @ Jun 16 2008, 07:00 AM) *
However I snuck up behind a guard and he caught me.


If you set @allowDetectRadius = false in Game_Stealth you will be able to approach the guards from behind and the sides, then you can just make another page in the guard event for the action on player touch (knockout, trigger battle, etc).


Hi there. First thank you for your amazing script, but I need a it more customaziation for my game. I like MGS style sneaking and it was well made, but is there a way to change the script so there is no game over when you get caught but a dialog tree which could then end up in battle.

Also I didn't get this part: "If you set @allowDetectRadius = false in Game_Stealth you will be able to approach...."
Where do I set @allowDetectRadius = false in Game_Stealth? Do I need to change it in the script? I am sorry, but I am still new to RPG maker. Please help.

PS. I also noticed when I copy the script command from MAP03 into my game, the guard can see me through the wall.
cmpsr2000
QUOTE (Mareus @ Jun 24 2008, 06:58 PM) *
Hi there. First thank you for your amazing script, but I need a it more customaziation for my game. I like MGS style sneaking and it was well made, but is there a way to change the script so there is no game over when you get caught but a dialog tree which could then end up in battle.

Also I didn't get this part: "If you set @allowDetectRadius = false in Game_Stealth you will be able to approach...."
Where do I set @allowDetectRadius = false in Game_Stealth? Do I need to change it in the script? I am sorry, but I am still new to RPG maker. Please help.

PS. I also noticed when I copy the script command from MAP03 into my game, the guard can see me through the wall.


Please read the thread and the OP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

QUOTE (Mareus @ Jun 24 2008, 06:58 PM) *
Hi there. First thank you for your amazing script, but I need a it more customaziation for my game. I like MGS style sneaking and it was well made, but is there a way to change the script so there is no game over when you get caught but a dialog tree which could then end up in battle.


This is explained in the OP and in various posts in this thread. You have to set the capture action to common event!

QUOTE (Mareus @ Jun 24 2008, 06:58 PM) *
Also I didn't get this part: "If you set @allowDetectRadius = false in Game_Stealth you will be able to approach...."
Where do I set @allowDetectRadius = false in Game_Stealth? Do I need to change it in the script? I am sorry, but I am still new to RPG maker. Please help.


Yes you change it in the script. Check the customization section of the OP for details!

QUOTE (Mareus @ Jun 24 2008, 06:58 PM) *
PS. I also noticed when I copy the script command from MAP03 into my game, the guard can see me through the wall.


This is truesight and is ALSO explained and even demonstrated with a screenshot in the OP!

I love you guys but please, always read the thread and the OP for the answers to your questions. Scripting takes a lot of time, and it usually takes upwards of an hour for me to write up the OP for these threads. There is no reason for me to spend that much time detailing the customization if you don't even read it.

Mareus
QUOTE (Twilight27 @ Jun 19 2008, 10:23 PM) *
Okay, so far I've seen two of your awesome scripts (including this one), and I'm amazed and glad about them. You're so awesome! I love your work. Hmm, I'm not making one, but this script can also be used for pokemon games you know...but thinking about it...I guess you'll have to put a self-switch condition before the call script command to make it a one-time only event...
Yea, thanks for the update...I had encountered that problem where common events ran twice...


Ok, after reading everything I also managed to do it, but I have one problem. When my battle ends, the guard is still on the map and he starts searching for me again. How did you manage to make him disappear?
cmpsr2000
QUOTE (Mareus @ Jun 25 2008, 08:52 AM) *
QUOTE (Twilight27 @ Jun 19 2008, 10:23 PM) *
Okay, so far I've seen two of your awesome scripts (including this one), and I'm amazed and glad about them. You're so awesome! I love your work. Hmm, I'm not making one, but this script can also be used for pokemon games you know...but thinking about it...I guess you'll have to put a self-switch condition before the call script command to make it a one-time only event...
Yea, thanks for the update...I had encountered that problem where common events ran twice...


Ok, after reading everything I also managed to do it, but I have one problem. When my battle ends, the guard is still on the map and he starts searching for me again. How did you manage to make him disappear?


I think the easiest way is to use "erase event" or just move to a new location after your battle processing call has completed. Alternatively you could use a script call to delete the event, but I'm not sure if that would persist through leaving and returning to the map. I will have to check the RGSS2 code and find the place to delete the event and get back to you if you want to go this route. The next time I update this, it is likely I will add in a few more modes, including true MGS with countdown timers and battle processing.
Mareus
QUOTE (cmpsr2000 @ Jun 25 2008, 04:03 PM) *
QUOTE (Mareus @ Jun 25 2008, 08:52 AM) *
QUOTE (Twilight27 @ Jun 19 2008, 10:23 PM) *
Okay, so far I've seen two of your awesome scripts (including this one), and I'm amazed and glad about them. You're so awesome! I love your work. Hmm, I'm not making one, but this script can also be used for pokemon games you know...but thinking about it...I guess you'll have to put a self-switch condition before the call script command to make it a one-time only event...
Yea, thanks for the update...I had encountered that problem where common events ran twice...


Ok, after reading everything I also managed to do it, but I have one problem. When my battle ends, the guard is still on the map and he starts searching for me again. How did you manage to make him disappear?


I think the easiest way is to use "erase event" or just move to a new location after your battle processing call has completed. Alternatively you could use a script call to delete the event, but I'm not sure if that would persist through leaving and returning to the map. I will have to check the RGSS2 code and find the place to delete the event and get back to you if you want to go this route. The next time I update this, it is likely I will add in a few more modes, including true MGS with countdown timers and battle processing.


I tried to erase the event, but it didn't work. The guard is still there. If you could update it I would be eternally grateful smile.gif
cmpsr2000
QUOTE (Mareus @ Jun 25 2008, 09:31 AM) *
I tried to erase the event, but it didn't work. The guard is still there. If you could update it I would be eternally grateful smile.gif


Hmmm I'll play with it a bit. I suspect it's not erasing because it institutes a new scene_map. I'll add in script support for it if it's not doable with events ^^b
Mareus
QUOTE (cmpsr2000 @ Jun 26 2008, 03:51 AM) *
QUOTE (Mareus @ Jun 25 2008, 09:31 AM) *
I tried to erase the event, but it didn't work. The guard is still there. If you could update it I would be eternally grateful smile.gif


Hmmm I'll play with it a bit. I suspect it's not erasing because it institutes a new scene_map. I'll add in script support for it if it's not doable with events ^^b


Thank you. It would really be great. smile.gif
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