NPC Auto eveade: I don't think anyone actually uses this one, if someone requests it, I'll release it.
Event Touch Event This feature will enable you to specify an event that you want to be triggered by another event
***NOTE***
This feature will not be usable in all situations. Every triggering event
will be able to trigger every event specified in parameter one on a single
map, they will make no distinction. Due to the nature of how events play
it may not work bug free for what you have in mind, USE WITH CAUTION.
************************************************************************** Proximity Sound You can use the proximity sound command to make a sound emanate from an event. It will become louder or quieter based on the players distance from the event based on your specifications.
Additional proximity sound options:
3D panning takes the players direction into account and will be most
useful in 3D games.(included with the assumption that a 3D plugin will
eventually be made for MZ)
2D panning will work best in 2D games, it simply pans based on which
side of the player the event is on.
************************************************************************** Facing Event While Adjacent This feature will turn on a switch that you specify when you are facing the event you specify and directly adjacent to that event.
************************************************************************* Auto Evade Using auto evade will cause your player to "phase" through the event you specify automatically when the event is directly adjacent to the player and the player is facing the event.
**************************************************************************
Spoiler: How to use:
To use facingEventWhileAdjacent:
Add the event command "facingEventWhileAdjacent" to a parallel event.
**This feature was made with solving events blocking your path in mind.**
eventId = the ID of the event that you want to trigger a common event when
its positioned directly in front of the player and the player is facing it.
triggerSwitch = A switch that will turn on when the event specified is
directly in front of the player and the player is facing the event. This
can be used to turn on another event or event page that does what you want
it to do once the conditions are met.
***NOTE***
You will not be able to trigger the event specified in parameter one
Add the event command "proximity sound" to a parallel event.
Event ID = Assign the event you want to be the epi center of the sound range
in the first parameter.
Choose a BGS to play from the event specified in parameter 1.
Specify what range you would like each volume to play in the following
parameters. You may skip ranges for a smaller sound radius.
**For example, the default is a 10% decrease in volume for each additional
range of one tile. There are ten total sound ranges so that means the
radius around your event that will play sound will be 10 tiles in all
directions. You can reduce the overall radius by setting some range values
to 0. For example, if you wanted to set a radius of 5, your parameters
might look like this:
Event Id = (event number)
BGS = (BGS of your choice)
Range for BGS vol 100% = 0
Range for BGS vol 90% = 1
Range for BGS vol 80% = 0
Range for BGS vol 70% = 2
Range for BGS vol 60% = 0
Range for BGS vol 50% = 3
Range for BGS vol 40% = 0
Range for BGS vol 30% = 4
Range for BGS vol 20% = 0
Range for BGS vol 10% = 5
Range for BGS to stop = 6**
Choose whether or not you would like dynamic panning turned on.
3D panning takes the players direction into account and will be most
useful in 3D games.(included with the assumption that a 3D plugin will
eventually be made for MZ)
2D panning will work best in 2D games, it simply pans based on which
side of the player the event is on.
Free to use for commercial and non commercial.
Editing allowed.
Redistribution prohibited.
Change log:
2Jan2021 - changed the parameters so the BGS file for Proximity Sound won't be excluded when deporting a project with "exclude unused files" selected.