Dev Log #9 – Script Corner

One of the primary features of Event Horizon is the encounter system utilized in the game. This is a topic I’ve brought up in the past but never gone into details.

When it comes to JRPGs, especially the more traditional variants, it is common for random encounters to work in such a way that the player is forced to fight a pack of monster after taking a random amount of steps. Some people might like the concept of this random, and often times disruptive, approach to encountering enemies but it is not something that I personally enjoy. Therefore in Event Horizon, the enemies are made as events that exists on the map that will only engage in combat once the player makes physical contact with the event.

From the video shown in the previous Dev Log, you can see that there are rats that run away from the player when the player character is within a certain proximity to the rats. This is one of the monster behaviours utilized in the game.

In general, there are three types of monster behaviors.

1) The ones that comes at you.

2) The ones that runs away from you.

3) The ones that are indifferent to whether or not the player is near them.

While theoretically possible to do with eventing, the end result would be rather clunky, limited and tedious to create. However, thanks to Yanfly and his Event Chase Player script, this is made a lot easier!

The script comes with various options that you can set individually in each event’s move route. Some of the options include how many tiles before the enemy loses interest in chasing, does the enemy need to have line of sight of the player before engaging, chasing speed and other neat features. There are quite a bit of similar scripts out there as well so I encourage you to try them all to see which one works best for your project!

That’s it for today, thank you for dropping by and I hope to see you again soon!




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