It makes it so events move when the player moves on maps you designate. You can also make it so they are more aggressive then normal approach pattern.
INSTRUCTIONS:
Instruction on how to use inside the script.
Paste below materials and above main:
Screens:
N/A
Script:
Spoiler#========================================================================= # Deilin's Turn Engine:# "Enemy Movement on Move"# Writen by: Deilin##=========================================================================#=========================================================================# What does it do:# Enemy events wont move until the player moves.#=========================================================================module Deilin #Use turn movement? MOVE_BY_MOVING = false #Maps that use turn movement TURNMAP = [] #Enemie follow more directly AGGRO = falseendclass Game_Event < Game_Character #-------------------------------------------------------------------------- # * Update During Autonomous Movement #-------------------------------------------------------------------------- def update_self_movement if near_the_screen? && $game_player.moving? && Deilin::MOVE_BY_MOVING && turn_map case @move_type when 1; move_type_random when 2; move_type_toward_player when 3; move_type_custom end end if near_the_screen? && @stop_count > stop_count_threshold && Deilin::MOVE_BY_MOVING && !turn_map case @move_type when 1; move_type_random when 2; move_type_toward_player when 3; move_type_custom end end if near_the_screen? && @stop_count > stop_count_threshold && !Deilin::MOVE_BY_MOVING case @move_type when 1; move_type_random when 2; move_type_toward_player when 3; move_type_custom end end end #-------------------------------------------------------------------------- # * Move Type : Approach #-------------------------------------------------------------------------- def move_type_toward_player if Deilin::AGGRO if near_the_player? then case rand(6) when 0..4; move_toward_player when 5; move_forward end else move_random end end if !Deilin::AGGRO if near_the_player? case rand(6) when 0..3; move_toward_player when 4; move_random when 5; move_forward end else move_random end end end #-------------------------------------------------------------------------- # Defines if turn movement on map #-------------------------------------------------------------------------- def turn_map retvar = false Deilin::TURNMAP.each {|id| retvar = true if id == $game_map.map_id } return retvar end end