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Saiknohx

Yanfly's Event Chase Player: Chasing persists on different event page

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When playtesting my game, I got to a point where there are enemies patrolling the area, and will chase you if they see you. I use Yanfly's Event Chase Payer to do this, but I encountered a problem, which occurs as follows:

 

1. Event sees and chases the Player.

2. Event catches the Player and initiates a battle.

3. When the battle is won, Self Switch A activates.

4. On Event Page 2 (Self Switch A is a Condition), the Trigger is set to Action Button and Priority is Below Characters, as normal. There is no movement in the Autonomous Movement box.

5. Event will continue chasing the Player, even though it is on the second Event Page.

 

I've tried many workarounds, like filling the AM box on the second page with something, but the movement still persists. I'm not sure if this is just a problem on my part, or from the script itself.

 

Thank you for your time.

 

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From what I see in the script, no. The only options available are:

 

@chase_range = x - Event will chase the player after reaching x range.

@flee_range = x - Event will flee from player after reaching x range.
@chase_speed = x - Event will move at x speed when chasing.
@flee_speed = x - Event will move at x speed when fleeing.
@sight_lock = x - Event will chase/flee from player for x frames.
@alert_balloon = x - Event will show ballon ID x when chasing or fleeing.
@see_player = true - For events that require them to see the player first, use this script call inside the movement boxes. This does not follow line of sight rules, which means if there's a rock blocking you and the event, it will still see you.

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I don't know what the proper way to stop chasing is but you could probably set the chase_range to something like 0?

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The problem is that the alert balloon (an exclamation) pops up even though nothing is supposed to be there. That's how I know it's still chasing me.

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I had this problem as well. This was my solution:

class Game_Event < Game_Character
  def reset_chase
    @chase_range = nil
    @flee_range = nil
    @chase_speed = nil
    @flee_speed = nil
    @sight_lock = nil
    @alert_balloon = nil
    @see_player = nil
    @chase_player = false
    @flee_player = false
  end
end
Add this below the chase script. Make a reset_chase script call in a move_route for that event (I did so just before turning on the victory self-switch).

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You should put this one below Yanfly's Event Chase Player script.

 

I also had the same problem that I had to remove it and use LOS eventing which consumed a lot of time.  Knowing that there is an add-on script made for this problem will enable me to use the script again.  Nice one, Racheal.

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Hey, no problem. All I had to do was open my own project to see what I had done and copy-paste it. :3 I fixed it so long ago, I honestly forgot this script had this issue.

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