Author Topic: [XP] Heretic's Collection of Art and 100% Compatible Scripts  (Read 43058 times)

Offline Heretic86

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #160 on: January 27, 2019, 06:15:49 AM »
UPDATED TO 2.4
http://downloads.chaos-project.com/heretic86/CollectionVer2.4.zip

I did test it thoroughly to make absolutely sure the new features work as expected, including with Stealth Switches and Stealth Gear!  They do work correctly!  So for anyone else reading this post wondering what is going on, Dynamic Lighting and Super Event Sensor have been enhanced so Players can hide in the Darkness with customizable ranges!  The scripts work as Standalone or Together.  Demo has been added to the Collection, and the rest of the scripts have some updates all over the place, mostly minor tho.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline Helios

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #161 on: January 27, 2019, 11:25:21 AM »
https://mega.nz/#!EBdjVQyQ!LqF3_A3EhhPd85i39T7MAJdTenepDegn_T_TjVBZLa0

Here is the updated demo, with the new 1.12 SES script. I also added a few commentary NPC for your convenience.

Offline callmedan

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #162 on: January 27, 2019, 11:27:50 AM »
Thanks for your awesome scripts Heretic. They save me a lot of time.
Btw, I'm having some problems with the Restrict Passage scripts, I got no bug message but just some features work and the others won't work at all.
« Last Edit: January 27, 2019, 03:10:44 PM by callmedan »

Offline Heretic86

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #163 on: January 27, 2019, 04:44:56 PM »
https://mega.nz/#!EBdjVQyQ!LqF3_A3EhhPd85i39T7MAJdTenepDegn_T_TjVBZLa0

Here is the updated demo, with the new 1.12 SES script. I also added a few commentary NPC for your convenience.

Ok, I took a look.

Since multiple issues were addressed, I'll tell you what I found:
Two guards at the bottom, that appears to work as designed.  Left guard is light sensitive, and has a Light Range of 6, so he can see the player on the highlighed spot.  The Right guard isnt light sensitive, so it only uses the normal Range, which is set to 4, so its out of range.  That appears to be correct.

The sound stuff, I may have to look deeper into this.  I think I popped the sight range in for sound range, possible bug.  Also, remember there are three settings to Stealth:  Sight, Sound, and Both.  Labels for those respectively are Invisible, Quiet, and Stealth, where Stealth is both Sight and Sound.  Putting on a Sight limiting potion would not affect distace player can be heard at.  The spot on the map where you indicated the guard should not be able to hear you, it does appear youre correct, again,  I think the sight range got plugged for sound, but I want to test this more thoroughly as it may need me to fix that.

---

Thanks for your awesome scripts Heretic. They save me a lot of time.
Btw, I'm having some problems with the Restrict Passage scripts, I got no bug message but just some features work and the others won't work at all.

Can you be more specific?  There are some Tools I put in so you can check Passability of tiles for Events on the fly, and great for debugging.  If you run a script on an event from a spot that is giving you trouble, put in "Script: rtp_tile_info" which will tell you if that location is passable to that event, and on what Layer it conflicts.  Other than that, what other issues is it giving you?
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline Helios

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #164 on: January 27, 2019, 04:59:50 PM »
Two guards at the bottom, that appears to work as designed.

Yes, this appears to be a mistake on my part, sorry!  :haha:

Offline callmedan

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #165 on: January 27, 2019, 07:09:23 PM »
Can you be more specific?  There are some Tools I put in so you can check Passability of tiles for Events on the fly, and great for debugging.  If you run a script on an event from a spot that is giving you trouble, put in "Script: rtp_tile_info" which will tell you if that location is passable to that event, and on what Layer it conflicts.  Other than that, what other issues is it giving you?

Tbh, I don't know how to be more specific, as I got no error message. I also checked the events with "rtp_tile_info" and no conflict was detected. It seems like it conflicts with my modified system.
Could you take a look please? I'll DM you a demo.

Offline Heretic86

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #166 on: January 28, 2019, 03:02:34 PM »
https://mega.nz/#!EBdjVQyQ!LqF3_A3EhhPd85i39T7MAJdTenepDegn_T_TjVBZLa0

Here is the updated demo, with the new 1.12 SES script. I also added a few commentary NPC for your convenience.

Ok, I dug a little deeper, and had to go back and reread my own documentation.

Guard on the right that can sense you on the sand.  Config gave him a range=4, but, also gave him a light_range=6.  Since the Player had a Lightsource, the light_range was used instead of range.

Center guard, the one that cant hear you if you are invisible.  This is the confusing part.  The Listen Range applies more to the PAGE than the Distance.  The Listen Range actually applies to how far they will "sense", which is not the distance.  Thus, it applies to both Sight and Sound.  Since Invis sets the distance for the Default state to 2, then 2 becomes the Distance.  The Listen Range is the SIGHT RANGE once the Guard had Heard but NOT SEEN you, thus, you have to be within the Invis Distance to get Sound to Trigger the guard to the LISTEN Page.  Really confusing I know, I had to go back and reread it myself.

You had it right tho.  Basically something like this

range=4
listen_range=5  (remember, that is now how far the guard can "see" you)
on_range=6
light_range=6 (overrides default state at night, not the Listen state, ONLY WHEN LIT)
dark_range=3(also overrides default at night, ONLY WHEN NOT LIT)

Suggest adding these:

invis_range=3 
quiet_range=2
stealth_range=1

Hopefully that makes more sense now.  I didnt set up different ranges for sight and sound, just different ways of triggering different states. 

For example, default state of 4, but youre right next to the guard, in range, and the View keeps him from seeing you.  If you dont move, he wont hear you.  If youre on the other side of a wall, thats when the Listen Range kicks in, and he has farther SIGHT.  Once the guard has SEEN you, then you can do other stuff like Ignore Walls, highest state of alert, and gonna come after you! 
« Last Edit: January 28, 2019, 03:12:02 PM by Heretic86 »
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline Helios

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #167 on: January 28, 2019, 06:55:05 PM »
So, in other words, listen_range must be equal or less than whatever view range is active right now?

So, if you are using invis_range, let's say invis_range=3, then any form of invisibility also automatically give guards listen_range=3 even if you are not "quiet", since the guard's listen_range can not be higher than active "range", right? :wacko:

This effectively means invisible=stealth since it also "give" you quiet, and it also means the guard can't hear you unless they can see you, which again, doesn't make a lot of sense. :facepalm:

And this still doesn't explain why the third guard on the right with listen_range=1 can hear you from 6 tiles away. As far as I understand, light_range is VIEW range, not listen range.
« Last Edit: January 28, 2019, 07:00:27 PM by Helios »

Offline Heretic86

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #168 on: January 29, 2019, 01:59:30 PM »
Guard on the right is using the light_range=6 which overrides range=4.  The listen_range is NEVER used in that case.  The way I set up the Light / Dark features were alternatives to the default range.  The listen_range is not used until a sensor has been triggered by sound but unable to make Line Of Sight (with the wall / listen_wall / on_wall options).  This is also because the Player in your demo has his Light turned on.  Turn it off with a script: $game_player.light.enabled = false (keep in mind command_355 bug), and then the player will not be in Light, which will reduce that senors effective range.  Think of it this way, on a ship in the dead of night with no moon, you can literally see a LIGHTER from 20 miles away.  Light makes you stand out in darkness like a sore thumb.

Quote
So, in other words, listen_range must be equal or less than whatever view range is active right now?

Yes.  Listen Range is not intended for use as the highest state of awareness.  I could have called it level1 level2 level3 and that may have made more sense.  Listen Range would effectively be Level 2.

Think range=5 listen_range=6 on_range=7.  That means a guard cant "hear" you from 5 tiles away, it does mean that while in a listen state, the guard can see / hear you from 5 tiles away, but ONLY when that state is active.  Once they have "seen" you, then the ON state is used, so the sensor can see you from 6 tiles away.

Yes, each form of stealth reduces the guards ability to detect you.  the listen_range doesnt change as its a State, and is ONLY active if a guard has heard you but has been unable to see you.  The multiple states for stealth (invis, quiet, stealth) are incremental which encourages players to upgrade equipment as they progress thru your game.  Stealth gear has the same effect as consumable potions, but since the effect is permanent, it needs to be set to balance out gameplay, making it less difficult but not impossible to avoid detection.

Of course, sensors can be used even for conversations too.  Hopefully that clears up some confusion.
« Last Edit: January 29, 2019, 02:27:35 PM by Heretic86 »
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline Helios

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #169 on: January 29, 2019, 03:15:32 PM »
Hmm... yes, I think I understand now. So listen_range is not a separate/independent detection method, it is only used when you are in "range" but outside of "view".

I could roll with that, except maybe the invisible=stealth part... Sadly I'll have to ditch the invis_range etc. :roll:

Anyway, thanks for clearing that up! :haha:

EDIT: One thing though... what's the point of listen_range then, if every type of view range overrides it? Is it ever used? Because the guard seems to hear me from whatever view range is active at the moment, even if I'm out of view/behind walls etc.
« Last Edit: January 30, 2019, 11:40:29 AM by Helios »

Offline Heretic86

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #170 on: January 31, 2019, 01:50:54 AM »
Yes, it is used.  If a sensor is triggered by movement but unable to make line of sight, it can be used to create a move route to "investigate" the source of the sound with pathfinding, making the behavior of the event seem more realistic.  Such as make a sound here, while the guard investigates, then slip by to the door for example.  Even the Invis state should trigger the Listen Page if Line Of Sight cant be made.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline Helios

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #171 on: March 30, 2019, 10:01:49 AM »
Sorry to bother you again, but I just can't make "listen_range" work.

Let's say range=6, listen_range=4.

Can you make a simple demo where the guard use listen_range instead of (view) range to detect the player? In other words, when player approach the guard from behind, make the guard detect the player from 4 grids away, not 6.

Offline Heretic86

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #172 on: March 30, 2019, 03:21:36 PM »
The listen_range should be higher than range, and lower than on_range.  If you use the Lighting aspects, then also make sure that light_range is not higher than on_range also.  Listen_range can be tested by putting a Wall between your Sensor and the Player.  Remember, listen_range is a State, which means it can be its own Page.  Remember that also when testing as it throws people for a loop. 

Understanding that Range and Listen Range are NOT simultaneously active is a major key to understanding how Sensors work.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline Helios

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #173 on: March 31, 2019, 07:43:30 AM »
I see...though this would be problematic in certain situations, like a sniper with very long vision, but shouldn't be able to hear that far. Guess the level design has to be changed.

BTW, this problem is still hanging there. I'm willing to wait, but... you know, it's been two years now... :^_^\':
https://forum.chaos-project.com/index.php/topic,13686.20.html

PS:
All I need to know is if this problem can be solved or not.
If yes, then I'll continue to use this type of in levels and wait for the fix.
If not, then I'll use alternatives or even remove them altogether. It's not optimal, but better than bugged guards.
« Last Edit: April 03, 2019, 11:44:21 PM by Helios »

Offline polypeak

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #174 on: June 14, 2019, 12:29:04 PM »
tried both versions 2.4 and 2.3, change ini files too, on playtest it goes not responding and RGSS player not responding and I force quit
tried multiple times same result

Offline KK20

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #175 on: June 15, 2019, 02:14:12 AM »
Another user reported having issues running the demo a few years back. You can try what Heretic suggested: https://forum.chaos-project.com/index.php/topic,13682.msg194076.html#msg194076

To help narrow down if it may be a script causing it, you can put
Code: [Select]
print 'This is the ____ script'at the top of each script, replacing the line with the name of the script. You will get alert windows popping up in the order of the scripts list (i.e. from top to bottom). Clearly, whatever message was printed last is your problem script.
« Last Edit: June 15, 2019, 02:21:18 AM by KK20 »



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Offline polypeak

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Re: [XP] Heretic's Collection of Art and 100% Compatible Scripts
« Reply #176 on: June 15, 2019, 10:11:34 AM »
okay thanks for the link