The protagonist, Kris, wakes up in the woods after a rough night, and has to deal with a huge maned wolf that appeared when the sun went down and just won't leave her alone.
An about 6 minutes long RPG based on a spoiler-free scene from a story I've been working on. I made it alone from scratch...
@ct_bolt I had to switch to Galv's Diagonal Movement because only it had a feature I needed, and turns out your plugin works with it, so no patching needed! Thank you so much!! :LZSproud: I'll make sure to add you in the credits.
@ct_bolt I did some testing, found out it doesn't work with VE diagonal movement. The sprite becomes invisible when it's meant to change into the water sprite. It happens with both a sprite sheet that has diagonal sprites, and a default sheet without them. I'm not sure if the issue is in that...
@ct_bolt Now it doesn't crash, but the sprite doesn't change. It flashes briefly every time he takes a step in the river, like it's trying to change, but doesn't. It flashes as soon as he steps in it, so we're on the right track!! I believe this would make it change instantly and fix my problem...
@ct_bolt Thanks so much for doing this!! However when I open the game and start moving (not even in the water which is id 2, but on id 1 land. Also the follower wasn't in the party yet), it crashes saying "Cannot read property '_actorId' of undefined". I do still have the Actor1 default sprite...
Well atm I have this common event that changes the follower's sprite when he steps on a Region ID 2 which is the river:
Which plugin are you talking about?
And what script would that be, how would it be set up?
Any way to make it work would be fine with me. I just can't code for myself :kaoswt:
I'm still struggling with that same problem yes. The only solution I could think of was this, and someone suggested making a new plugin for it but I can't code so I thought I'd try my luck on the plugin request forum because idk what else to do.
Using MV. I need a follower's sprite to change as soon as he steps on a certain tile, and it would only be triggered by followers, not the player. It doesn't matter whether it's triggered by all or just a certain follower. I was trying HimeWorks' Follower Event Touch, but it doesn't work this...
@Jragyn Hmm I see! Odd how such a simple thing seems impossible. I can't code so I guess I'll have to try my luck at the plugin request forum, or think about that alternative... Thanks for the help in any case :LZSproud:
@rexie09 I tested it more, it seems to work when priority is same as characters, although it also gets triggered by player. I wanted it to be triggered when stepped on, so I set priority as below characters, but then it's only triggered by player and followers do nothing for some reason.
I was...
Is it possible to make an event be triggered when a follower touches it? And not the player. A script maybe? The only such plugin I found was HimeWorks's Follower Event Touch, but it doesn't work (not for others either, it's broken).
Ah yes I got it to work now, thank you!! Still a problem though, the follower's sprite changes only after taking another step outside/in the water. So when he steps on land, he still has the in-water sprite until he takes another step. Is there any way around this? :oops:
I tried the "change...
Hi! I managed to make a walking-in-water sprite work for the player as well as the follower when crossing a river, but the problem with how I made it is when the player steps in the water and the follower is still on land, the follower also gets the water sprite when he's not yet in the water...
Oh sorry I know very little about scripting or programming, so I was just thinking if there was a different way to see if the player is on a tagged tile, but if there's not, got it!
So I should find a solution to the problems it causes with movement routing or the sound bug, or find a whole...
Actually it's not about the plugin, it's any movement route set for the player, they all break.
And with the solution of turning the switch off and back on again, it causes the single full volume step sound each time it's turned on. :0
Hmm maybe this would be a better way to do it, if I knew...
One problem with this though is that it plays the stepping sound also when a cutscene ends if the player has moved from their earlier spot. For some reason that sound is also in full volume although the sounds are set to a lower volume.
It also seems seems to break Quxios's QPathfind plugin...
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