Hey, I have a question: are you gonna port your other fantastic scripts from Ace to MV? It would be AWESOME to see, for example, SOV Video script, Script Control, Encrypter, Name input using keyboard, Dynamic Shop, etc.
hmmm is it possible to use your demo to make a sim game o.o if your able to drag and drop animated sprites onto the scene what about a built in game character generator for this ? would it work cause this is very interesting
Hey, I have a question: are you gonna port your other fantastic scripts from Ace to MV? It would be AWESOME to see, for example, SOV Video script, Script Control, Encrypter, Name input using keyboard, Dynamic Shop, etc.
some of them will be converted... the one that Won't be converted:
1) SOV Video Script... because someone already create video title and splash video plugin (same author)... i think he will create play video in event that can be skippable using enter. since his/her splash screen video already do that... someone only need to ask in his topic .
2) Script Control... now we use plugin editor... so no need to control script ...
hmmm is it possible to use your demo to make a sim game o.o if your able to drag and drop animated sprites onto the scene what about a built in game character generator for this ? would it work cause this is very interesting
some of them will be converted... the one that Won't be converted:
1) SOV Video Script... because someone already create video title and splash video plugin (same author)... i think he will create play video in event that can be skippable using enter. since his/her splash screen video already do that... someone only need to ask in his topic .
2) Script Control... now we use plugin editor... so no need to control script ...
Ok! Thanks for all the help. Just as a side note, without the
$gameSystem._decorStartMove = true; for the wall things, it will set wherever the player is facing, thus is sets "somewhat" on walls. (Stays in between the tiles more or less,
lamps will look better, paintings will make the player not be able to move, only removing it solves this)
Ok! Thanks for all the help. Just as a side note, without the
$gameSystem._decorStartMove = true; for the wall things, it will set wherever the player is facing, thus is sets "somewhat" on walls. (Stays in between the tiles more or less,
lamps will look better, paintings will make the player not be able to move, only removing it solves this)
v1.6 2015.12.27 > Removed Plugin Parameter... now it always use neo movement...
also remove keyboard support since computer will have mouse and phone have touch screen.
change the behaviour... right click press (move event to mouse pos)... right click release (place event in location)... so it should be more touch screen
friendly now.
> rework how the parameter for decor movement passed... old method still work
but there's new method that added...
> ability to set mapLimit for decor event. so you can only place it in certain map
> ability to ignore map passage... so now we can build shipyard at the shallow water
read 5.b in how to use... in help
now by default if we don't pass any parameter to decor_move
it will automatically set SelfSwitchEnd => false (turn OFF selfswitch C when decor finish movement)
it will automatically set CancelSelfSwitchEnd => true (turn ON selfswitch B when decor cancel movement)
also you could also use script call / plugin call BEFORE decor_move to modify decor movement behavior:
i decide to do that in case i need to pass another parameter to decor_move... and placing it inside
is really ugly... and easy to forget what is the 4th param represent at... now using scriptcall/plugincall before decor_move
it will be look better and easier to track... and you can choose what you use instead forcing to fill it if using above approach.
but don't worry... old plugin call will not broken...
here's script call / plugin call you can call BEFORE calling decor_move:
5. THIS SCRIPT CALL / PLUGIN CALL can be called BEFORE decor_move plugin command to modify the decor move behaviour. it will override the setting you passed on decor_move: Plugin Call: DMSelfSwitchEnd false > true / false DMCancelSelfSwitchEnd true > true / false DMRegionLimit 22 > change 22 to region id you limit the event to be placed DMIgnoreMapPass true > true / false if true it will ignore map passage and allow you to place event on wall (unpassable terain) now you can build a shipyard and place it at shallow water DMMapLimit [6,12] > change [6,12] to array of map id you allow the event to be placed. Script Call: $gameTemp._DMSelfSwitchEnd = false; > true / false $gameTemp._DMCancelSelfSwitchEnd = true; > true / false $gameTemp._DMRegionLimit = 22; > change 22 to region id you limit the event to be placed $gameTemp._DMIgnoreMapPass = true; > true / false if true it will ignore map passage and allow you to place event on wall (unpassable terain) now you can build a shipyard and place it at shallow water $gameTemp._DMMapLimit = [6,12]; > change [6,12] to array of map id you allow the event to be placed.
see the demo for detail... specifically the lamp event in template map... i left some comment to help people understand it better in that event page.
NEXT UPDATE PLAN (hopefully i can do it with my current JS lv): integration with MV Cam Control By Galv
so when moving decoration... camera will locked to the event... so we can place it anywhere on map...
currently we only able to place event in scope of player 'vision'
v1.4 2015.12.27 - fix compatibility patch for Galenmereth MouseSystem Ex to work with newest version
he update his mouse plugin and i need to adjust the compatibility patch too. . update my plugin if you using v1.8.2 of his mouse plugin or you will not be able to click_activate! your event.
At 2021, we are now farther from the 1980's than they were from the 1950's. Consider that the next time you long for a 1980's song, when you thought your grandpa's taste for 1950's music was "outdated".
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