Pathfinding is an important part of video games nowadays. Even in RPG Maker, where it forms an important part of
tactical battle systems, or even events with variable starting points. This script offers an easy and reliable way to get
your events from A to B in the least time possible.
- 4 different pathfinding methods
- Based on Dijkstra's algorithm
- Minimal lag (increases for large maps though)
- Upgrade to A* algorithm (it's faster!)
- Include diagonal movement option
- Add collision checking with events
Place the script in the Materials section, above Main.
In an event, use the Script command and simply enter the method you want to use.
Further instructions are found in the header of the script.
The demo was made with the Japanese version of Ace. I might translate the menus if people have problems with it.
Q: How can I decrease the lag when using pathfinding?
A: Use a smaller map if possible, otherwise use the walk_to_straight method. It's less flexible, but lighter.
Q: How to increase the amount of steps without walk_to_long's processing time?
A: Use the following script call instead, replacing id, x, y and steps with the numbers you want:
character = get_character(id) character.walk_to(x, y, steps)
When using this in your game, give credit to Karanum.
If you want to use this script in a commercial game, contact me first.
I found out there's another pathfinding script out there by Khas. I must admit, I haven't checked it out yet, and I don't
know exactly what functions Khas' script has. However, I urge everyone to check that one out as well and see which
of the scripts works best for you.