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mjshi

Mod Tsukihime's Event Followers to allow for event transferring between maps

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Oh look, it's me again...

 

Long title aside, I'm requesting a modification of Tsukihime's Event Followers script to allow for events to transfer between maps as they follow the player.

 

My reason for wanting something like that is that I've been attempting to use the Event Followers script along with a Turn in Place script to create an interactable player follower. Not much use, however, if the events can't transfer.

 

To be more clear and concise, the script hopefully would allow the event follower to transfer between maps, behind the player.

 

it would be really nice if the events could be fixed to not glitch like this as well

post-20506-0-91841700-1419216169_thumb.gif

 

Wishful thinking, perhaps.

 

I am willing to offer my skills as an artist to your project should this script be created.

 

Happy holidays, I don't expect any replies due to this season, will probably bump this topic next year :)

Edited by innovation

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*Once again, a bump ^^*

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Personally I would not use event followers for this, because map events are designed to be tied to a map.

I would look for a way to allow followers to be interactable.

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Although, the problem is, if I want a follower that the main character can speak to and I want that script on VX Ace, there are no other scripts. The closest is your script, Hime, the second closest a Pet Follower script I found that doesn't allow interaction.

 

The master script list and a Google search for "Interactive followers", "interactable followers", and "event followers" turn up no relevant results.

 

Currently, I am looking into event teleportation, although it is highly likely that flickering and strange diagonal movement may occur.

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There are a few explanations for the "strange" movement.

First, followers will always move before the player (or whoever is in front of them).

 

This means that if you suddenly teleport around the map, if there is no code for events to also teleport with you, they will remain in the old spot. Once you take one step, they will go to where you are, and therefore you will see the strange movement as they fly across the map.

 

The issue also occurs when you leave the map.

Event positions are reset when you re-enter the map, so even though they followed you to the edge of the map before, they're no longer there.

 

The map re-entering issue can be resolved by looking for a script that will save the positions upon leaving the map.

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I think the only possible solution to this would be to make a follower on every map and control them using switches, something that I'd honestly rather not do (considering the 40+ maps I have), or have a transparent event follow the player around (on every map, again) and add a normal follower to the player, so that the follower would seem "interactive".

 

Through extensive googling, there was no solution to event teleportation as events were bound to maps by the developers.

 

--thus, what I'm asking for isn't possible. Thank you for your time, I'm sorry I was asking an impossible question xD

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It is possible to create events that are not bound to maps, but that requires some planning because it's not immediately obvious how you reference them.

 

If it's a simple event that simply talks to you, that's not a problem because ID isn't important.

But if it's an event that other events can interact with...now it's going to be a problem.

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The aim would be for the former; although, I'm unsure how to create that in script-- or is that possible through eventing?

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It would have to be done through scripting.

 

You can simulate it via events using your idea of creating the event on every map and then just running an event that teleports it to the player's location upon entering the map.

 

Though I didn't know you could actually interact with event followers...

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Ah I was combining your script with the Turn In Place script modified by Xypher:

 

 

module TurnInPlace  Wait_Count = 10
  Press_Count = 10


  Use_8D = false
end


class Game_Player < Game_Character


  alias update_pressdircount update
  def update(*a,&
    @press_dir_count ||= 0
    if dir_? != 0
      @press_dir_count += 1
    else
      @press_dir_count = 0
    end
    update_pressdircount(*a,&
  end


  alias move_by_input_turn_in_place move_by_input
  def move_by_input(*a,&
    @press_dir_count ||= 0
    return dir_by_input if turn_in_place?
    @old_tapdir_direction = @direction
    move_by_input_turn_in_place(*a,&
  end


  def turn_in_place?
    return false if dir_?.zero?
    puts @old_tapdir_direction
    return false if dir_? == @old_tapdir_direction
    return false unless @stop_count > TurnInPlace::Wait_Count
    return false if @press_dir_count > TurnInPlace::Press_Count
    return true
  end


  def dir_by_input
    dir = @direction
    @direction = dir_?.zero? ? @direction : dir_?
    @old_tapdir_direction = dir if @direction != dir
  end


  def dir_?
    TurnInPlace::Use_8D ? Input.dir8 : Input.dir4
  end
end

so that the player could quick press a directional button to turn toward whoever was following them, then press space to interact.
 
Seeing that you asked, I assume interactive followers wasn't the original intent of the script? --might be why I'm having this map problem xD
Edited by innovation

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