casper667 131 Posted April 6, 2012 (edited) CSCA Monster Movement v1.3 By: Casper Gaming (Casper667) Last Update: April 23rd Introduction This script updates event movement routes based on when the player moves. Move routes for events not set up for use with this script are not affected. Aka, this will make your monster events move like in Lufia II. Features - Choose which events are affected by player steps - Many new move route types listed below and in script. - Different move speeds for these events, listed below and in script. - Ability to stun these events for an amount of steps you specify. - Ability to change surprise attack/preemptive strike rate if the event runs into you from the side/behind or if you run into the event from the side/behind. MOVE ROUTE TYPES: RANDOM is the same as the default random. TOWARD is the same as the default toward. CUSTOM is the same as the default custom. CUSTOM will ignore a FAST speed. OPPOSITE will make the event move opposite of the player. LEFT_RIGHT will make the event move left or right randomly. UP_DOWN will make the event move up or down randomly. SAME will make the event move the same as the player. RANDOM_NO_WAIT is the same as the default random, without the possibility of no movement. AVOID will make the event try to avoid contact with the player. SPEED TYPES: No speed type will make the event move once every step the player takes. FAST will make the event move twice every step the player takes. Will only move once every step the player takes for move route type: CUSTOM SLOW will make the event move once every 2 steps the player takes. VERY_SLOW will make the event move once every 4 steps the player takes. Update 1.1 -Increased compatibility -Optimized -Fixed fast random_no_wait move type and fast random move type. Update 1.2 -Event commands no longer trigger if event is stunned(minus autorun/parallel). -Able to respawn events temporarily erased without transferring player to a different map, and return events to their starting position when transferring from the same map. Update 1.3 - Events will no longer pass through a set region ID, unless otherwise specified. - Fixed events ignoring comments after save load. Screenshots Not needed. How to Use Place in your materials section. Further setup required, instructions included in script. If you don't understand something, chances are the demo will explain it. Demo 1.5MB download here: LINK Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/ Edited July 1, 2020 by casper667 Update link URLs 5 Share this post Link to post Share on other sites
casper667 131 Posted April 9, 2012 This script has been updated. The updated version increases compatibility by aliasing more, and it also has been optimized. A few bug fixes with fast move routes have also been fixed. Both the text file and Demo have the correct version of the script! Enjoy Update 1.1 -Increased compatibility -Optimized -Fixed fast random_no_wait move type and fast random move type. Share this post Link to post Share on other sites
casper667 131 Posted April 21, 2012 Sry for only me commenting, but I figured I should bump to let people know the script has been updated. Anyways, the script has been updated again, this time adding more features listed below Update 1.2 -Event commands no longer trigger if event is stunned(minus autorun/parallel). -Able to respawn events temporarily erased without transferring player to a different map, and return events to their starting position when transferring from the same map. Share this post Link to post Share on other sites
geluf 38 Posted April 23, 2012 I can't believe no one has commented yet. I'll break the silence! I'm really digging this script. I've wanted more options for my on-screen monsters and this script fits the bill nicely! Well done. Share this post Link to post Share on other sites
Ice Nick 3 Posted April 26, 2012 (edited) Yep, very good! I noticed however in the demo, If I get the first strike, the rest of the battles will give me first strike. I had the slime run into me while I was facing another direction and I had the upper hand. How does the back attack and first strike work? I want to apply that to my game, every time you attack an enemy from behind is first strike and vise versa. Edited April 26, 2012 by Ice Nick Share this post Link to post Share on other sites
casper667 131 Posted April 26, 2012 Before battle processing, you'd use this script call in your event: $game_map.csca_back_side_attack(x) where 'x' is the event's ID. This will modify the surprise/preemptive rate based on which direction the player and event are facing, and add the values you specify in the module to the surprise/preemptive rate. So, if you want side attacks to result in surprise attacks half the time, set SIDE_SURPRISE to 0.47 (47%), the default surprise chance which I believe is 0.03 (3%) is added to the value, so make sure you take that into account. Setting a value to 1 would make it occur 100% of the time. In the demo I must have just forgotten to clear the modified surprise/preemptive rates, since it doesn't clear automatically. To return the surprise/preemptive value to normal, you'd use this script call: $game_map.csca_clear_modify The demo has an outdated version of the script, so there may be a few errors or bugs in it. The text file link has the most recent version, which should be working. Share this post Link to post Share on other sites
brushfe 1 Posted April 27, 2012 (edited) Looks incredible — can't wait to try this out. I'm interested in the kind of strategy this will add to encounters; when to avoid, when to tackle, and figuring out how to get around them. Thanks a lot! Edited April 27, 2012 by brushfe Share this post Link to post Share on other sites
Chantal 21 Posted May 9, 2012 This is an amazing sript! The possibilities are endless. It's just that I can't quite get it working exactly the way I like. You see, I want the enemy to respawn after 4 seconds if the party ran, or 10 seconds if they won the fight. This much I've got working However, I'm unsure where I should put the 'erase event' in such a case? Also, I have a feeling I'm not using the script call "$game_map.csca_get_monster_events" in the right way, because that's probably the option that should enable me to erase the events, yet have them respawn. Any help would be greatly appreciated Thanks again for the script Here's a picture with how the event is set up: Share this post Link to post Share on other sites
casper667 131 Posted May 10, 2012 (edited) Hmm, this script does not automatically allow you to unerase events, it just does it every transfer. You could try this script call, though I am not sure if it will work. $game_map.csca_samemap_transfer_setup(map_id) Change the map_id to the map's ID that you are currently in. The $game_map.csca_get_monster_events script call is not really used for much anymore since this script updates monster events automatically now instead of just every transfer, but it's left in there in case you run into a weird situation where this script would not recognize a monster event. Edited May 10, 2012 by casper667 Share this post Link to post Share on other sites
Jolt Android 36 Posted October 22, 2014 I really like this script... sorry for necroposting, but is it possible to make it compatible with Yanfly's ATB system? I can use it with YEA Battle Engine Ace, but as soon as I put the ATB system script in, preemptive and surprise strikes stop happening... Share this post Link to post Share on other sites