DKTools Custom Vehicles

DK

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Title: Custom Vehicles

Version: 1.1

Author: DK

Site: DK Plugins

Description:
Adds land vehicles

Requirements and dependencies:
  1. Availability of working plugin DKTools version 0.99 or above
  2. Version of RPG Maker 1.5+
Features:
  • Creating an unlimited number of land transport
  • Setting speed, starting position, graphics, regions and BGM
  • Plugin commands for changing transport parameters
  • Turn on switch when transport is using
Download: https://dk-plugins.ru/mv/map/custom-vehicles/
 
Last edited:

DK

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Plugin updated to version 1.1
Added the ability to turn on the switch when using transport
 

Alastor01

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Amazing, that’s really useful. How hard would it be to add complete vehicle physics? Like acceleration, steering, etc :)
 

DK

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Amazing, that’s really useful. How hard would it be to add complete vehicle physics? Like acceleration, steering, etc :)
Complete physics will be difficult to implement, but, for example, acceleration is quite possible.
For example, if you use a gamepad that has triggers (like Xbox Gamepad) for a game, then you can use the trigger force to smoothly increase the speed.
I'll think about this function :)
 

Alastor01

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Complete physics will be difficult to implement, but, for example, acceleration is quite possible.
For example, if you use a gamepad that has triggers (like Xbox Gamepad) for a game, then you can use the trigger force to smoothly increase the speed.
I'll think about this function :)
Oh, that's good to know! Yep, I would love to have acceleration! As do other people :) Thanks for considering and good luck!
 

satoshi1101

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l
 
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Genie23

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Hi,

I noticed a bug : the vehicle can ride on the roofs.

Here is the correction I propose :
Replace lines 563 to 567 :
if (_.isFinite(regions)) {
return $gameMap.isPassable(x2, y2) && $gameMap.regionId(x2, y2) === regions;
} else {
return $gameMap.isPassable(x2, y2) && (regions.contains($gameMap.regionId(x2, y2)) || regions.contains(0));
}
with :
if (_.isFinite(regions)) {
return $gameMap.isPassable(x, y, d) && $gameMap.isPassable(x2, y2, this.reverseDir(d)) && $gameMap.regionId(x2, y2) === regions;
} else {
return $gameMap.isPassable(x, y, d) && $gameMap.isPassable(x2, y2, this.reverseDir(d)) && (regions.contains($gameMap.regionId(x2, y2)) || regions.contains(0));
}
 

Skurge

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I have alot of plugins operating my vehicles so i'll be experiementing with this one, I could perhaps use multivehicles so i'm following this topic :)
 

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