Footprints without a plugin

Kato-A

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Hello, a question. Is there a way to create footprints on the floor without using any plugin?. I'm using qplugins, so all the plugins I've tried that create footprints doesn't work. I managed to create stepsound using events, but I have no idea how to do footprints.
example from moghunter plugin, (What I want but the plugin doesn't work for me)
1592260502508.png
 
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HumanNinjaToo

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You could create the footprints into a character sheet, then have an event with that footprint image follow the character/other event.
 

Kato-A

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You could create the footprints into a character sheet, then have an event with that footprint image follow the character/other event.
Yes, I had that idea but it would only be a single footprint, I want it to be like the image I put above, and that the footprints fade away.
 

tale

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This post was from rpgmaker net by Kazesui-

Easy way of doing this:

Make a footprint event like this:

Code:
Branch if hero face up

   this event face up

Branch if hero face right

   this event face right

...

change event location, this event (Var0001, Var0002)
Now you can copy an arbitrarily large amount of these events without making any changes to the code.

Have an Auto start event like this:

Code:
Variable Ev Ptr = 4 (value corresponding to first ID of your footprints, 4 just an example)

Variable Ev Page = 1

Erase Event
After the auto start event has executed, let a parallel process run with code like this

Code:
Variable x = hero x

Variable y = hero y

Branch if x is not equal to old_x

   Variable old_x = x

   Ev Ptr sub 3 (the value of start ID minus one)

   Ev Ptr mod 13 (the value of end ID minus start ID plus one. end id = 16 here)

   Ev Ptr add 4 (same value as start ID)

   Wait 0.1 (assuming move speed = 4)

   Call event (Ev Ptr, Ev Page)

Branch if y is not equal to old_y

   ...repeat...
This will make footprints last as long as you stay on the map, and as long as you don't make too many steps. If you spend too many steps, the last footprints will disappear and appear as new ones instead. Only bad thing about it is that you'll need a lot of events, but there's no real way around that with conventional event coding anyway.

To make the footprints not visible before used, I'd recommend having an inaccessible tile on the map, with the graphic covering the entire tile above hero, and with a simple loop, change the location of all the foot print events to this tile with help of the call event command.
 

Andar

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The only way I can think of would be using followers with the footprint sprite, but that would require you to limit yourself to one actor only, and find a way to disable follower data in the menues.

Or you would have to request or commission a specific plugin for your game working with your combination of other plugins
 

Kato-A

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This post was from rpgmaker net by Kazesui-

Easy way of doing this:

Make a footprint event like this:

Code:
Branch if hero face up

   this event face up

Branch if hero face right

   this event face right

...

change event location, this event (Var0001, Var0002)
Now you can copy an arbitrarily large amount of these events without making any changes to the code.

Have an Auto start event like this:

Code:
Variable Ev Ptr = 4 (value corresponding to first ID of your footprints, 4 just an example)

Variable Ev Page = 1

Erase Event
After the auto start event has executed, let a parallel process run with code like this

Code:
Variable x = hero x

Variable y = hero y

Branch if x is not equal to old_x

   Variable old_x = x

   Ev Ptr sub 3 (the value of start ID minus one)

   Ev Ptr mod 13 (the value of end ID minus start ID plus one. end id = 16 here)

   Ev Ptr add 4 (same value as start ID)

   Wait 0.1 (assuming move speed = 4)

   Call event (Ev Ptr, Ev Page)

Branch if y is not equal to old_y

   ...repeat...
This will make footprints last as long as you stay on the map, and as long as you don't make too many steps. If you spend too many steps, the last footprints will disappear and appear as new ones instead. Only bad thing about it is that you'll need a lot of events, but there's no real way around that with conventional event coding anyway.

To make the footprints not visible before used, I'd recommend having an inaccessible tile on the map, with the graphic covering the entire tile above hero, and with a simple loop, change the location of all the foot print events to this tile with help of the call event command.
I also came across this answer but I would like to try to avoid filling the map with events :aswt:
 

MightyEgg

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You can use regions and use variables to erase the print foots.
when walking to right if print foot, create a variable =1 wait 120 frames and change variable =0.
This will help reducing the spam of the sprites.
 

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