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Raol

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Awesome! Is this compatible with Yanfly Party Core?
 

Tyruswoo

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Awesome! Is this compatible with Yanfly Party Core?

I haven't tried this with Yanfly's Party Core plugin. I suspect that you'll want to place Yanfly's plugin higher in the list, and my plugin lower in the list. If you find a bug, let me know, so I can put it on my list of things to look into!
 

BloodMists

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It kind feels like I'm necroing here but since the thread is open, I have both a question and possible suggestion. Question: Is it possible to get a followers coords, and how would one do so? Suggestion: If possible, and if no simpler way exists, add to the plugin a command to get a followers coords.
 

Kes

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@BloodMists No need to worry about necroposting a plugin thread, as that rule does not apply to this type of thread. We know that queries from users can emerge long after the 30 days since the last post.
 

Wildy333

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This plugin saved my life, thank you so much.
 

Tyruswoo

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It kind feels like I'm necroing here but since the thread is open, I have both a question and possible suggestion. Question: Is it possible to get a followers coords, and how would one do so? Suggestion: If possible, and if no simpler way exists, add to the plugin a command to get a followers coords.

It is definitely possible to get a follower's coords. Here is an example in which I created an event that tells me where a follower is located.

Event commands:
Code:
Control Variables : #0119 = $gamePlayer._followers.follower(0).x
Control Variables : #0120 = $gamePlayer._followers.follower(0).y
Text : None, Window, Bottom
:    : Follower 1 is at \V[119], \V[120].

In the above example, I created an event, and then used the Control Variables command twice (using the Control Variables script option), and the Show Text command once. I assign values to variables (I use variable IDs 119 and 120, but you can use any variables you want), and then use a ShowText command to make the event tell me the contents of the variables.
  • In this case I want to know where the first follower is located, so I use follower(0).x and follower(0).y
  • If I wanted to know where the second follower is located, I would use follower(1).x and follower(1).y
I hope that helps!

This is a good suggestion. I think the above event commands are simple enough, though. Let me know if you have difficulty getting it to work. I might make a video on how to do this in the future.
 

roguewolf

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This plugin looks great.
But i'm having this error: this._data.chaseCharacter is not a function
Why is that?
 

Tyruswoo

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This plugin looks great.
But i'm having this error: this._data.chaseCharacter is not a function
Why is that?
Could you provide some more information about how you used the plugin, what other plugins you have installed, etc? Usually the best way to go about debugging plugins is to figure out which other plugin(s) are conflicting, which can be done by seeing if disabling one of the other plugins makes this plugin run. If two plugins are found to be conflicting, then it is most likely a compatibility problem between the two.

Another way to check is to see if you can install my FollowerControl plugin on a new project, and test it like that. If it works there, then you know you have installed it correctly, and there must be a different plugin conflicting that makes it not work with another project.
 

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Is there any way to prevent party members from following 'jump' commands? Even when set to 'StopChase', followers still seem to jump when the leader does. Ideally I'd like to set it up so that it works something like:
Leader jumps to platform, followers all move forward one space.
Leader jumps to next platform, follower 1 jumps to preceding platform, followers 2 and 3 move forward, etc. until eventually all party members cross and regroup on the other side.
This might be an overly complex method, but it would look better than the standard RM style of all party members jumping simultaneously and landing on the same spot.
Thanks for your help!
 

Tyruswoo

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Is there any way to prevent party members from following 'jump' commands? Even when set to 'StopChase', followers still seem to jump when the leader does.

Updated the plugin to fix this issue. Please re-download to obtain the new code.

The following code was added:
Code:
//==============================================================
// Game_Player
//==============================================================

// Replacement method
Game_Player.prototype.jump = function(xPlus, yPlus) {
    Game_Character.prototype.jump.call(this, xPlus, yPlus);
    if (!this._followers._stopChase) {
        this._followers.jumpAll();
    }
};

Thanks for reminding me of this issue. I experienced this in my team's project, as well. I have updated this plugin so that when StopChase is active, making the leader jump does not make followers jump.

Note that when StopChase is on, you will need to event each follower's jump individually; it does not automatically make them jump when the leader walks.

Let me know if you encounter any issues with the updated code.
 

Champstead

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Great job, it seems to work exactly as intended. This certainly opens up a lot more opportunities.

Thanks for your help!
 

BloodMists

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Hi, it's me again. First, really liking the update, now I'm not sticking my followers in walls by accident any more. Second, is there a way to use variables to set the selected follower? It's not a big issue tbh, but it would be nice to be able to make a simple loop for the followers to make the same action, just one at a time, without repeating the move set a bunch of times or having an array of conditionals to select the follower.

For example
Code:
loopCount == 0
Loop
 If loopCount = 3
 {
   Break Loop
 }
  Else
  {
   Follower $gameVariable.value(loopCount)
   Move Route Here
   loopCount += 1
  }
Repeat

as opposed to this
Code:
loopCount == 0
Loop
 If loopCount = 3
  {
   Break Loop
  }
  Else
   {
    If loopCount = 1
     {
      Follower 1
     }
     Else
      {
        If loopCount = 2
        {
          Follower 2
        }
        Else (Bla bla bla...)
      }
    Move Route Here
    loopCount += 1
   }

Like the examples show, I know ways to do what I want, but I don't like having the large arrays of conditionals.

Thank you kindly,
-Blood
 

Tyruswoo

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Hi, it's me again. First, really liking the update, now I'm not sticking my followers in walls by accident any more. Second, is there a way to use variables to set the selected follower? It's not a big issue tbh, but it would be nice to be able to make a simple loop for the followers to make the same action, just one at a time, without repeating the move set a bunch of times or having an array of conditionals to select the follower.

For example
Code:
loopCount == 0
Loop
 If loopCount = 3
 {
   Break Loop
 }
  Else
  {
   Follower $gameVariable.value(loopCount)
   Move Route Here
   loopCount += 1
  }
Repeat

as opposed to this
Code:
loopCount == 0
Loop
 If loopCount = 3
  {
   Break Loop
  }
  Else
   {
    If loopCount = 1
     {
      Follower 1
     }
     Else
      {
        If loopCount = 2
        {
          Follower 2
        }
        Else (Bla bla bla...)
      }
    Move Route Here
    loopCount += 1
   }

Like the examples show, I know ways to do what I want, but I don't like having the large arrays of conditionals.

Thank you kindly,
-Blood

TYR_FollowerControl.js has been updated to version 1.06. The following features have been added:
- It is now possible to select a follower based on a variable's value.
- It is now possible to select a follower based on the associated actor's name.

Example:
Let's cycle through our player's party of four members, and have each do a jump, in turn.
Code:
Control Variables : #0017 Follower ID = 0
Plugin Command : Follower StopChase
Loop
     Plugin Command : Follower Variable 17
     Set Movement Route : Player (Wait)
                        : Jump : +0, +0
     Control Variables : #0017 Follower ID += 1
     If : Follower ID > 3
          Break Loop
     End
Repeat Above
Plugin Command : Follower chase
Plugin Command : Follower 0

Example:
Let's have Harold jump.
Code:
Plugin Command : Follower Harold
Set Movement Route : Player (Wait)
                   : Jump : +0, +0
Plugin Command : Follower 0

I've tested TYR_FollowerControl.js in its current state to eliminate any bugs, but please let me know if you experience any bugs in this update. The link at the top of this thread has been updated.
 

BloodMists

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TYR_FollowerControl.js has been updated to version 1.06. The following features have been added:
- It is now possible to select a follower based on a variable's value.
- It is now possible to select a follower based on the associated actor's name.

Not what I expected but I am so happy! Thank you so much, it works wonderfully.
 

Tyruswoo

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Well I got your plugin but noticed it seems to have a recurring issue that a couple of other Follower Control based plugins have that I've tried to use.

There doesn't seem to be an "Actor" factor to it to avoid possible sequence breaking. To state what I mean, if the "Formation" changes in some way (eg = an event causes a party member to leave/die) it could break the way a sequence works if said follower was removed from the group. If one was able to control the "Actor" instead of the "Follower" then it could avoid this issue.

This is just my 2 cents though. I've been trying to find a proper "Actor" based control system as any number of changes to the formation could choose the wrong character for the action.

EDIT

I had to use both your plugin and Hime's Event Command Designation plugin (only available on *******) in unison to get this to work. Hime's plugin allows for both Follower and Actor controls (including Vehicle controls when you need to move it about without the player being on/in the Vehicle) but for some reason lacks (or its currently broken, at least in my game) a "Follower StopChase" and "Follower Chase" based function.

I recently made some new ways to target followers.

You can target a follower based on the actor's ID, like this:
Follower Actor 39
to target the follower associated with actor 39.

Or, target a follower based on the name of the actor:
Follower Harold
to target the follower associated with the actor named "Harold".
Note: If you allow the player to change actors' names, it will read the current name of the actor, based on whatever the player named that actor. If this is an issue, then I suggest targeting the follower based on actorID, instead.

Or, target a follower based on the value of a variable:
Follower Variable 27
to target a follower based on the value of variable 27. If variable 27's value is 3, then follower 3 will be targeted. If variable 27 is zero or has not been set, then the party leader will be targeted.

It's been awhile since your post, but I thought I'd let you know about this update.

The plugin update is now available via the main download link at the beginning of this thread.
 

deadyfinger

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@Tyruswoo
I have no idea that is a bug or not but this is now a blocker of my project.
I'm using Moghunter's character pose plugin in which supports more frame with various character pose status as idle, dash, jump and more.
This case happens as below as:
1. Use follower stopChase
2. During the leader character movement, the stopped follower is not animated
3. But once the leader stops and the follower character re-animated.
Basically, if the leader is moving and the follower doesn't animate.
Do you have any solution or idea, could you teach me how to do it?
Thank you
 

Tyruswoo

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@Tyruswoo
I have no idea that is a bug or not but this is now a blocker of my project.
I'm using Moghunter's character pose plugin in which supports more frame with various character pose status as idle, dash, jump and more.
This case happens as below as:
1. Use follower stopChase
2. During the leader character movement, the stopped follower is not animated
3. But once the leader stops and the follower character re-animated.
Basically, if the leader is moving and the follower doesn't animate.
Do you have any solution or idea, could you teach me how to do it?
Thank you

I suspect the difficulty is associated with whether the follower's _stepAnime not being read correctly (or possibly being set incorrectly). _stepAnime is read by the function
Game_CharacterBase.prototype.hasStepAnime
which is called by several functions, including
Game_Follower.prototype.update
which is called by
Game_Followers.prototype.update
which is called by
Game_Player.prototype.update

I am not sure, but I suspect the best way to fix this is within the Game_Follower.prototype.update method. The line of code I am most suspicious of is this one:
this.setStepAnime($gamePlayer.hasStepAnime());
which seems to be imparting the leader's _stepAnime to the followers, which may not be what we want,
although I am not sure of this, yet.

This follower control plugin may need to alter the Game_Follower.prototype.update method so that it correctly determines the _stepAnime of followers, even when the leader is doing something. I may try to experiment with this.
 

deadyfinger

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I suspect the difficulty is associated with whether the follower's _stepAnime not being read correctly (or possibly being set incorrectly). _stepAnime is read by the function
Game_CharacterBase.prototype.hasStepAnime
which is called by several functions, including
Game_Follower.prototype.update
which is called by
Game_Followers.prototype.update
which is called by
Game_Player.prototype.update

I am not sure, but I suspect the best way to fix this is within the Game_Follower.prototype.update method. The line of code I am most suspicious of is this one:
this.setStepAnime($gamePlayer.hasStepAnime());
which seems to be imparting the leader's _stepAnime to the followers, which may not be what we want,
although I am not sure of this, yet.

This follower control plugin may need to alter the Game_Follower.prototype.update method so that it correctly determines the _stepAnime of followers, even when the leader is doing something. I may try to experiment with this.

Thanks you so much for the reply @Tyruswoo.
Not yet tried but seems I found it already :)
Thanks a lot
 

pasunna

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hi
I want to ask if this plugin can slove some other problem like
space between follower
I had search about that because I use huge sprite and try to make game like darkest dungeon that huge sprite party walk around
can this plugin fixe distance between follower or not
I will try this plugin my self
but this is ask for. if some one had and idea about it
thank you
 
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