Enhanced Squad Movement - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Enhanced Squad Movement (/thread-7192.html) |
Enhanced Squad Movement - DerVVulfman - 12-26-2017 Enhanced Squad Movement
Version: 1.0 Introduction Caterpillar, or party-following systems, have been around in RPGMaker games for years. Yet most follow the same basic single-file design. Not so with Near Fantastica's Squad Movement system, a system which allows the player to deliver a couple of limited commands. Now revised, this rendition of Near Fantastica's Squad Movement comes with a detailed configuration system, and a host of script calls that can give the game developer a strong sense of power over the player's visible party. Features
Demo (>CLICK!<) Instructions Plenty of instructions on installation and a series of command and script calls, too many to list here. Check the demo for the instructions. FAQ The demo includes Near Fantastica's original Pathfinding system,. And the demo also includes a sample script, one that depicts how to block abandoned actors from casting or receiving spell effects from the main menu. Compatibility Designed for RPGMaker XP and compatible with various systems. But it does rewrite the 'add_actor' method from Game_Party and the passable? method from Game_Character. Author's Notes While Pathfinding works, it is slightly haphazard when it is used within the automatic regroup system, a system that ensures characters do not stray TOO far from the party leader. For that system, I still recommend the alternate 'instant placement' method. Credits and Thanks Obvious thanks to Near Fantastica for the original version. Terms and Conditions Free for use, even in commercial games. But due credit to both me and Near Fantastica (aka Jaime Webster) are required. RE: Enhanced Squad Movement - Mel - 02-19-2023 Will this ever be updated with a more advanced pathfinding system? Because its really easy to stuck a party member behind a fence where he can't find a way out. :/ Edit: It seems the pathfinding itself works. When I put an event behind the fence and tell it via pathfinding command to reach the hero, it finds the way without problem but when a party member stands at the exact same spot he can't find the way back to the hero although it seems to use the same method? Maybe the "pathfinding command" gets overwritten by the "go to party leader" command in the squad movement script? RE: Enhanced Squad Movement - DerVVulfman - 02-24-2023 I have been looking into it, and I do find it odd that the issue occurs when the 'follower' is literally next to a fence with the leader on the opposite side.. I wonder... if I can 'nudge' the subject follower after 'x' seconds... As towards other pathfinding, it is not compatible with Near Fantastica's Pathfinding Version 2 as its commands function upon Game_Event methods and not Game_Character. RE: Enhanced Squad Movement - kyonides - 02-24-2023 Yeah, it looks like it's a darn serious bug indeed. RE: Enhanced Squad Movement - Mel - 02-24-2023 It seems the fence itself is the problem because it's not fully impassable but has a 4 direction setting. When I replace the fence with some barrels the pathfinding works. RE: Enhanced Squad Movement - DerVVulfman - 02-24-2023 It does seem to be a bit of a problem. Below, you can see a screenshot of a fence barring Hilda from following Aluxes, Hilda at map coordinates (29,18) and Aluxes at map coordinates (34,14). And to the right, a portion of the actual generated map created by the pathfinder system. In the pathfinder system map, I isolated the location of both Hilda and Aluxes based on their coordinates, and highlighted the path in which would be the most recommended by the system. Likewise, I plotted in orange the same map in the screenshot, the fence unfortunately barring the way. The numbers in both the screenshot and the generated map indicate how many 'steps' to target. For the screenshot map, the 'blue' numbers I plotted would be the more optimal path that I feel should be generated, but isn't. Oddly, I ran tests of the passable? methods, and they do flag and detect the fence as impassable, so this "should" not be an issue. Still, it apparently is an issue. So some study will be needed. If I come up with something, it would certainly enhance the Pathfind v1 script greatly. |