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Proximity Events

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Hmm, I'm not sure why the demo link is gone...
But you can take a look at this for examples on how it works: Proximity

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Sorry for the necro post. However i am trying to get this working with some problems.

 

I can get it working if i have the event on a tile that the player can walk over. However if i have it on a event for an npc or on top of a sign, the proximity does not work.

I am using the exact same code as the event which works, however i cannot seem to find a way to fix this.

 

I am probably overlooking something simple.

 

Thanks for your time.

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By default, the proxy check uses line of sight, so if the event is on a tile that's not passable, it won't work. Change your script call to:

Proxy.inprox?(@event_id, distance, false)

Where distance is # of tiles radius.

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Great script for "stealth" missions! good job.

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There's a lot of proximity type scripts out there, but this one's probably one of the best.

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Is it possible to make something like this? A monster is strolling on the map, when you go into its eye sight, if you are stronger than it, say for your higher level, it will try to run away; but if you are weaker, it will chase you until you get rid of it by running away or defeat it. 

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Of course, just use a conditional branch to (somehow) determine if the party is too strong and go from there when it's in range.

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I'm not sure what you mean? Script for enemy encounters?

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Ok, not sure if this is considered necro-posting but I have to say, this is by far one of my favorite scripts EVER. I've been using it for some time now and I just keep finding more and more ways to use it.
 

- Events that are only visible within a certain rainge.

- Area restricted sound effects

- Chase/Follower events (Especially when combined with jets Pathfinder script.)

 

I think I may actually make a demo/tutorial video of this script and its uses. If you don't mind that is, Vlue.

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I'm having this strange issue where if you encounter 2 enemies at once with this script, you battle one as normal, then when the victory sequence is over, it fades out and back into the victory sequence again, and you gain the rewards again. Then you battle the other enemy unlimited time, and you get the double victory sequences for each battle. When you try to escape, it has never let me do so successfully. (not sure if the escape part is my bad or has any relevance to the script)

Edited by mandalorianjedi

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This script is awesome! :) I'm having one small issue. It doesn't recognize other events when determining line of sight. The level I'm making has the player sneaking through a jail. It's one map and I have several door events between rooms. I don't want the guards to be able to see past the closed doors. I couldn't figure out a good way to set that up. 

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That tag actually does the opposite. It makes it so events cna see past an impassible tile. Like if there's a hole in the floor, you put that region ID on it so the event will look through it.

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Ahh you're right. If the doors are reverted back to impassable events, won't that work just as well?

 

There's definitely a solution here..

Edited by Dymdez

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The problem is the script doesn't recognize the event at all. If I start the player behind a door and a guard on the other side, he'll always see the player through the door if it's within his range.

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