MV - MV + MZ Make an Action Game! Chrono Engine Advanced Features and Scripts (gamepad, status effects, fighting followers)!

● ARCHIVED · READ-ONLY
Started by AquaEcho 57 posts Page 3 of 3 View original ↗
  1. Vladar458 said:
    Hello, I want to add something. It's known how to make status effects, but when you have more than one state at the same time (Let's say poison and bleed) they both check the turn count, making both states end twice as fast. And I figured out a way to make several at the same time work fine. Should I post it here?
    The parallel event checks every state. You should not be using that block of code more than once. If you have another state that can do damage, or recover it, you copy and paste the line checking for the poison state that many times and then just change what number state you're checking and the percentage life damge it does.
  2. AquaEcho said:
    The parallel event checks every state. You should not be using that block of code more than once. If you have another state that can do damage, or recover it, you copy and paste the line checking for the poison state that many times and then just change what number state you're checking and the percentage life damge it does.
    A question: In Chrono engine, by default, events are only able to spot the player by proximity, not sight. There is a way to make an enemy activate and begin to attack the player on sight?
  3. Vladar458 said:
    A question: In Chrono engine, by default, events are only able to spot the player by proximity, not sight. There is a way to make an enemy activate and begin to attack the player on sight?
    If you are using Cross Engine use Dahlys Distance Calculator which has vision cones. I gave scripts and examples on how to use it in my Fighting Followers post.
  4. AquaEcho said:
    If you are using Cross Engine use Dahlys Distance Calculator which has vision cones. I gave scripts and examples on how to use it in my Fighting Followers post.
    I don't understand it very well. I don't use followers, so how could I make it to the enemy noticing the player, attacking the player, and then leave the player alone if the player goes too far?
  5. 1753918429898.png
    Code:
    if(Dahlys.distCalc.canSee(this._eventId,-1)){this.setSelf('D', true);}

    That will make it so if the enemy sees the player, it will toggle its self switch D.

    1753919417241.png
    Code:
    if(Dahlys.distCalc.distance(this._eventId, -1) >256){this.setSelf('D', false);}
    If the distance between this event and the player is more than 256 pixels turn off self switch D.
    Code:
    if(Dahlys.distCalc.distance(this._eventId, -1) >128){this.tLoc($gamePlayer.x,$gamePlayer.y);}else{this.turnTowardCharacter($gamePlayer);this.act(73);}
    If the distance is greater than 128 pixels (but less than 256 pixels), move toward the player, else turn toward the player and attack with tool 73.
  6. I'm using the first two codes in the enemy and is not working. Is not activating the Self Switch D.
  7. You need to be using Dahlys Distance Calculator and Cross Engine
  8. AquaEcho said:
    You need to be using Dahlys Distance Calculator and Cross Engine
    Yes, I'm using both. I tried the third code in a moment and it worked.
  9. Does the enemy or the player have a custom collider? Could you delete any custom collider and see if that fixes the issue? Also place Dahlys Distance Calculator right under Altimit in your plugin list.
  10. AquaEcho said:
    Does the enemy or the player have a custom collider? Could you delete any custom collider and see if that fixes the issue? Also place Dahlys Distance Calculator right under Altimit in your plugin list.
    Ok, I think the Issue was that I placed the plugin in a wrong place. And how I would make it that the enemy can't see the player if he or she is behind a wall.
  11. Vladar458 said:
    Ok, I think the Issue was that I placed the plugin in a wrong place. And how I would make it that the enemy can't see the player if he or she is behind a wall.
    You make the wall a certain region ID or terrain tag and set it in the plugin parameters
  12. AquaEcho said:
    You make the wall a certain region ID or terrain tag and set it in the plugin parameters
    Ok, Thank you. Now I have it like I want. I guess the enemy lose aggro when you leave it's vision cone? Or how it lose aggro exactly?
  13. I literally explained the scripts line by line how they worked
  14. I have a new xbox controller and i managed it to partially work fine with Chrono Engine but I get this error everytime I press RB button. I used the plugin code for gamepad mapping and key mappings. How can i remove this bug?
    1760534381123.png
  15. If it's only happening with the RB button and none of the others then something is wrong with the line of code where you assigned the RB button
  16. Is there a way I can make the follower have different pattern attacks depending on equiped weapon?
  17. vampy_graveyard said:
    Is there a way I can make the follower have different pattern attacks depending on equiped weapon?
    You'd edit the common event where the follower's attack and movement pattern are stored to have conditional sections where you check that party member's equipped weapon