Proximity Sensor (RMMZ)

● ARCHIVED · READ-ONLY
Started by reflector88 11 posts View original ↗
  1. Proximity Sensor 1.0 (MZ)
    reflector88
    ​

    What is it?
    This MZ plugin adds a "Proximity Sensor" plugin command that turns on a switch/self-switch when an event is near the player. Can also calculate line of sight.

    I made this as an MZ equivalent to Vlue's Proximity Detection script for VXAce.

    What is this for?
    Puzzles, stealth sequences, or games with roaming enemies. Can also be used for aggro and hit detection in an ABS.

    Features
    • Plug-and-play, easy to use
    • Change the distance and switches in the plugin command menu
    • "In direction facing" and "in orthogonal directions" options
    • Set line of sight obstacles using Region IDs and Terrain Tags
    Video
    [embedded media]

    How to Use
    1. Put the .js file in your project's js/plugins/ folder.
    2. In RMMZ, open the Plugin Manager through the Toolbar.
    3. Double click an empty line, then use the "Name:" box to select "r88_ProximitySensor".

    Download
    Download on Itch.io

    Terms and Credits
    Free for commercial and non-commercial projects. Credit me if you found it helpful.
  2. Hey this is awesome. Great work. Thanks.
  3. Is there any chance you could add an "In opposite of direction facing" option to allow for sneak attacks from behind? Thanks!
  4. solved
  5. This Plugin works great, but when I use it with Rosedales Collision Altering plugin it freezes my game entirely. Is there a way for them both to work together?
    Here's the plugin that I'm having trouble with https://chaucer.itch.io/collsion-altering-plugin
  6. Qrim said:
    This Plugin works great, but when I use it with Rosedales Collision Altering plugin it freezes my game entirely. Is there a way for them both to work together?
    Here's the plugin that I'm having trouble with https://chaucer.itch.io/collsion-altering-plugin
    My plugin references the default x and y properties of Game_CharacterBase, which are tile coordinates. My guess is that Chaucer's plugin overrides Game_CharacterBase in order to implement pixel movement.

    The problem is definitely fixable, but it would be impossible on my end because I don't have access to their code. Your best bet is probably to ask Chaucer for help, since they have access to both.
  7. Could you explain how stealth kill works? it flips a switch but how do you trigger "stealth kill" to actually get the switch to flip?
  8. Ham_Slap said:
    Could you explain how stealth kill works? it flips a switch but how do you trigger stealth kill
    It works just like an action button trigger. Create a page that represents the event's corpse and set its "Condition" in the sidebar to the switch.
  9. hey reflector,
    thank you for your addon. unfortunately, it seems it got a mistake.
    nothing happens when i walk by the event/encounter.

    anyone who sees a mistake?

    thank you in advance!
  10. Quest said:
    hey reflector,
    thank you for your addon. unfortunately, it seems it got a mistake.
    nothing happens when i walk by the event/encounter.

    anyone who sees a mistake?

    thank you in advance!
    Hello,

    I'm not sure from the pictures what's wrong, but here are a couple of suggestions:
    1. Make sure the event is a "Parallel Process".
    2. Put the "Bell3" sound on a separate event page, and set the page's Conditions to "Self-Switch A". The way that the sensor works is that it activates a self-switch/switch when it detects you are close enough.
  11. Hey, do you think you can port this plugin into RPG maker MV?