Altimit Pixel Movement [0.50β]

Discussion in 'JS Plugin Releases (RMMV)' started by xilefian, Oct 9, 2017.

  1. miani

    miani Veteran Veteran

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  2. chuy

    chuy Warper Member

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    the plugin is just amazing, but it doesn't work with the chrono engine by Mog Hunter, any solution?
     
  3. Restart

    Restart Veteran Veteran

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    Do you want the ATB or the on-map chrono-trigger style battles?
     
  4. chuy

    chuy Warper Member

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    The chrono-trigger style
     
  5. Restart

    Restart Veteran Veteran

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    Ah sorry can't help you there. I have a frankenengine that currently makes ATB work, which I'm eventually going to clean up into something other people can understand, but since I'm building it for my own project it's ATB only.
     
  6. chuy

    chuy Warper Member

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    It's a shame, but don't worry, actually, i think a found a solution, but i need to be able to disable and enable the plugin in game, but i really don't know how to do it
     
  7. clitvin

    clitvin Veteran Veteran

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    While using this plugin any event that is below the player and activated on touch keeps activating multiple times while walking across the event.
    Is there anyway to make it only activate one time when stepping on it and only activate again if stepping off then back on?
     
  8. Chef

    Chef yeet Veteran

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    @clitvin I don't know a solution that directly involves the plugin but what you could do is turning on Self Switch A, make a 2nd page with ss A as requirement. Set it to parallel en run a script that checks if the player is north, south, east or west from the event. Use SRD's plugin if you don't know how to script: http://sumrndm.site/collision-checker/

    If the conditional branch is activated it should turn off self switch A.

    2nd option is just setting waiting time so the player has time to leave the event.
     
  9. CrasheR

    CrasheR Joined: 2012 Member

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    Hello, can you tell me if there is any way to get something similiar to this:
    Code:
    Math.abs($gamePlayer._x - $gameMap._events[1]._x) == 1
    I mean "if event is (lets say) 10 pixels away form player" we get action?

    I use this method to let player or enemy attack only when they are close to each other (ABS). Works perfect on Standard Movement.

    I tried to use Dahlys Distance Calculator and do Conditional Branch with "if Dahlys.distCalc.distance(char1, char2) <= x", but i dont think i did it right. Im total noobie in javascript. :x

    Sorry for bad english.
     
  10. bazrat

    bazrat Veteran Veteran

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    Ok with altimits,

    Firstly you have to think like this, with a script like that, the == 1, the 1 is actually 48 pixels.

    Secondly since altimits runs off pixels and not 48x48 grid blocks, saying == 1 means it wont trigger until the player is EXACTLY 48 pixels away from the position, which is hard to do in game xD

    So finally, all that needs to change here is instead of saying == 1, use <= 1. That now says if its less than or equal to 48 pixels away to trigger.

    It's been awhile, so I hope I'm right xD

    EDIT: Just reread your script, try using this way

    Math.abs($gamePlayer.x - $gameMap.event(1).x) <= 1
     
    Last edited: Nov 12, 2019
    Starbird_Resources and CrasheR like this.
  11. CrasheR

    CrasheR Joined: 2012 Member

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    I did:
    Code:
    Math.abs($gamePlayer._x - $gameMap._events[1]._x) <= 1
    And it works perfect. I feel stupid now xD Really appreciate your help.
     
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  12. doriantoki

    doriantoki Enjoying the Ritual Veteran

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    This was super helpful! But I'm having trouble with diagonal walls ...

    screenshot1.png

    I would assume the collision would need to look something like the shape below, but I can't wrap my head around how I would create this shape using colliders?

    shape1.png

    Anyone have any suggestions?
     
  13. miani

    miani Veteran Veteran

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    I don't think this plugin is capable of that. The solution would be to put circles a in line to simulate a diagonal wall.
     
  14. Doktor_Q

    Doktor_Q I'm not a real doktor, but I am a real Q Veteran

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    You can create events with polygon colliders, by specifying the points in order as part of the plugin command, then specifying which collider to use for the event on the notetag. Triangles are fairly simple, it's just three of your square's for corners.

    Then you can just sprinkle invisible triangular events along the edge of sloped map objects, and it should work fine.
     
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  15. doriantoki

    doriantoki Enjoying the Ritual Veteran

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    Thank you. I have failed reading comprehension, lol. The information was provided by @xilefian on the first page.

    @miani no it's possible, check the first page. You can create lines, triangles, and regular polygons.

    Just playing around with it at the moment and figuring out how all the shapes work ...
     
    Last edited: Nov 15, 2019
  16. EBroxas72

    EBroxas72 Villager Member

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    I apologize for asking a possibly stupid question/request. I am trying to use this plug-in for the first time and have no idea what I'm doing. I am seeing images of stuff making the hitbox be noticeable in-game? Are there any guides out there for using this plugin? Or somewhere where I can download the demo again and see if I can figure out from looking at that? (the demo link that is on page 1 is a dead link for me?)
     
  17. Restart

    Restart Veteran Veteran

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    Okay, so if you want to make the hitbox visible, download the altimit debug plugin, place it under altimit movement and enable it.

    As for setting hitboxes, put this in a comment for the event
    Code:
    <collider>
    <circle cx='0.5' cy='0.5' r='1.0416666666' />
    </collider>
    replacing the 'circle' with whatever is appropriate.

    note that you can add multiple colliders together for the same event.
     

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