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  1. Hello everyone! I found a kinda easy and 100% working way for Chasing Event(s) Through Multiple Maps and i decided to share it with everyone since the 2-3 tutorials/videos i found were kinda hard, and I read many comments "complaining" about them not working properly.. I'll try to explain it as easily as I can, even though it's my first tutorial, I hope everyone will understand it! (It's not hard, really! I believe it's the simplest and easiest method.) By the way, if someone has a suggestion for improving it, Please feel free to tell me. I am not going to include any scripts since the tutorial works just fine with game's default system. But i am going to recommend optionally, Pathfinding and Event Chase Player Script by TheoAllen. I recommend it because this script simply determines/calculates the shortest path for the wanted destination without any distractions or without having to use move route's movement commands. In this tutorial and demo, i am using the system's default "Approach" Autonomous Movement on the "Chaser" but if anyone wants to use the Pathfinding Script, Set the Autonomous Movement type to "Fixed" (Or leave Approach for random movement) and make a comment inside the "chaser" event, contents and write <chase player> in it. I want to Thank very much Cootadude because in one of his screenshots he posted on one thread, he showed the variable settings i had to put and the correct settings inside the conditional branch for making it to work. This helped me ALOT. Here's a preview GIF of the demo: DEMO (Without RTP) DOWNLOAD LINK DEMO (With RTP) DOWNLOAD LINK What we going to need: 2 Switches: Chasing Start Chasing Stop 2 Variables: Player's Map X Player's Map Y 5 Events: The "Chaser" The Chaser's Settings The Chaser's Trigger "Lever" The Chaser's Stop "Lever" The Transfer Player Event(s) Step 1) Setting/Making the Events, Switches and the Variables: Make and name the 5 Events. Make and name the 2 Switches. Make and name the 2 Variables. Step 2) Setting the "Chaser's Trigger "Lever" Set the Event "The Chaser's Trigger "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. In the Contents set "Control Switches" Command and select the "Chasing Start" Switch to be on. Below the Switch Command put a "Wait 10 frames" Command. Below the "Wait 10 frames" Command put "Set Event Location" Command for the Chaser Event and set it where it will appear for the first time (It's a one-time thing). Below the "Set Event Location" Command put a "Move Route" Command for the Chaser Event and select the Graphic/Sprite it will have when it's enabled. Below the "Move Route" Command put a "Self Switch "A" to be on. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions Set the Self Switch A On. Inside the Contents make Conditional Branch with the Variable "Chasing Stop" to be On, Check for "Set Handling when conditions do not apply". Inside the Conditional Branch put a text to appear when the player have turn off the chasing event. On the "Else" box Below, put a text to appear when the player haven't turn off yet, the chasing event. The Event Should look like this: Step 3) Setting the "Transfer Player" Event: Set the Event "Transfer Player" with "Player Touch" Trigger and "Below Characters" Priority. Save the X and Y of the positions you will place it. (They are down the map at the very end of the RPG Program) Inside the Contents make a "Move Route" Command for the Chaser Event and select the Graphic/Sprite (None). Below the "Move Route" Command put a "Set Event Location" For the Chaser Event, and place it somewhere far the player. (I usually put it very high on the map, next to the setting event). Below the "Set Event Location" Command Put a "Transfer Player" Command and set the next map for the player to go to. The Event Should look like this: Step 4) Setting the "Chaser's Settings" Event: Set the Event "The Chaser's Settings" with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Inside the Contents Put 2 Variables Commands and Set/Connect the 2 Variables (Player's Map X & Player's Map Y) Each one on their own, with "Player's Map X and Y". Make 1 Conditional Branch with the "Player's Map X" Variable, Equal to the X number of the map (where the "Transfer Player" Event/Command is, so the Chaser will appear when the player enters the map.) Below the variable (inside the conditional branch), Make 1 More Conditional Branch with the "Player's Map Y" Variable, Equal to the Y number of the map (where the "Transfer Player" Event/Command is). If you have Multiple paths make those conditional branches as many as the paths with their X and Y. (I have example on the demo in the map 2). If you want, set a wait 60 frames command so the player can earn a little time to move ahead of the chaser. Below and inside the second Contitional Branch, Put a "Set Event Location" for the Chaser right on the "Transfer Player" Event. Below the Event Location Command, Put a Move Route for the Chaser event and select the Graphic/Sprite it will have when it's enabled. Below the Move Route put a "Erase Event" Command. On the same Event make a second page with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 5) Setting the "Chaser" Event: Set the Event "Chaser" with "Event Touch" Trigger, Priority "Same as Characters", Type as "Approach" and "4: Normal" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Optionally, Inside the Contents make a "Game Over" Command. On the same Event make a second page with "Parallel Process" Trigger, Priority "Below Characters" Type as "Fixed" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 6) Setting the "Chaser's Stop "Lever": Set the Event "Chaser's Stop "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. Inside the Contents make a "Conditional Branch" with Switch "Chasing Start" On. Check for "Set Handling when conditions do not apply". Inside and below the Conditional Branch, Make a Switch with "Chasing Stop" On. Below the Switch put a text to appear when the Chasing Stops. Below the Text Put a Self Switch "A" On. Below the "Else" box, put a text to appear when the Chasing isn't yet turned off. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the Self Switch "A" On. Inside the Contents make a text to appear when the Chasing is turned off. The Event Should look like this: That's all. Just set all those on every map you want the chasing event to be and remember to change the names of all the events in the commands when you paste them, because on every different map the names of the events are changing/being reset. I have some notes that i have to mention. (Suggestions are open). If a map that the Chaser is enabled on, has multiple transfer paths, make sure to set the Chaser to appear on all of those paths, because when the player leaves but returns to the map, if it doesn't have settings that applied to the path the player went, the Chaser becomes invisible and goes to the player. (If you have game over command on the chaser, it's gonna happen). Sometimes, if the player enters a map that the Chaser is enabled on, and Player doesn't move at all, the Chaser stays still until the player takes at least 1 step. (I kinda fixed that by setting the Chaser's movement type to "approach" instead of "fixed") In "Step 3) Setting the "Transfer Player" Event:" on the 4 and 5 line numbers, if you don't set up those 2 steps, when the player re-enters a map that the chaser is enabled in there, the chaser will be on the spot the player left it. So if it's near the transfer event, it's likely that the Chaser will go right on the player.
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