Galv's Action Indicators

ramza

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I managed this myself by changing the lines 143 and 155


before:


if (event.isNormalPriority()) {


after:

Code:
if (event._priorityType < 2) {
 

Jonforum

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Action Indicators - Version 1.3
RPG Maker MV Plugin
Galv

Updates


2016-03-06 - Version 1.3 - now works with counters and events that are 'under' the player.


2015-12-08 - Version 1.2 - Added options for enabling/disabling, auto hiding when events are running and Z value
2015-12-07 - Version 1.1 - fixed a bug causing crash when events were removed.
2015-12-04 - Version 1.0 - Release


hi @Galv


I use your plugin and combine of yanfly Mini Label.
I like more yours plugin , but it would lack an important option!.


I'd like to just use your plugin.
Believe you of possible added the ability to display the icon depending on the distance?


Such as yanfly. <Mini Label Range: x>
EX in your plugin: <ActionIcon: id, Range>
It'll be wonderful because I love your plugin and the effect of the icon.
 

Galv

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Sorry, this plugin only shows one icon to indicate what the action button will do. It wasn't written to do multiple labels at different distances.


I will write a different plugin with that functionality one day when I get time.
 

lonewolph

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Could you add compatibility with Quasi Movement?
 

Galv

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No, sorry - this is for plugin is for tile based movement
 

IssaMeMino

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Hello, Galv, I want to thank you for such an amazing plugin! I'm running into a little bit of trouble and I'm not sure if you've spotted this or would know the fix. I have several items that can be interacted with in a room. When the character approaches all of them, it works fine. If I exit the room and come back, none of the action indicators appear unless I select one of the items, interact with it and close out. Then everything works again.

I'm fairly sure I have the most recent version of everything installed, unless action indicators should go near the top of all of my plugins, I believe it's in the right order. I asked Drifty at Driftwood Gaming and he seems to be having a similar problem...

Thank you for your time and amazing plugins!
 

Galv

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Can you replicate this in the plugin demo? I cannot seem to replicate it with your description.
If it's a plugin compatibility issue, we will need to do tests to find out which plugin is causing the conflict, then I can look into fixing it
 

IssaMeMino

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Hmmm... I can't seem to replicate it in your demo. I'll have to go through and see what plugin isn't playing well with the others. Thank you for the speedy response!
 

Galv

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Updated to version 1.4 to fix a bug when looking at different even with the same icon
 

Drifter92

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Hi Galv. I love this plugin! :D Although i'm using your pixel move plugin and i noticed that the icons don't disappear when moving away from the event. Would it be possible for these two plugins to be compatible together? :)

Edit: I checked your demo and noticed that it is made using 1.4.0 I'm guessing it doesn't work for whatever reason in 1.5.2
 
Last edited:

Ripple

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Hi Galv. I love this plugin! :D Although i'm using your pixel move plugin and i noticed that the icons don't disappear when moving away from the event. Would it be possible for these two plugins to be compatible together? :)

Edit: I checked your demo and noticed that it is made using 1.4.0 I'm guessing it doesn't work for whatever reason in 1.5.2
That's the problem I am facing, too. I am using 1.6.1 and when moving away the icon stays where it is unfortunately.. But It's more than a year ago that something was posted here by Galv, maybe this plugin is discontinued.

EDIT: It seems to have to do with the GALV_PixelMove Plugin - deactivating it solves the problem.

I've created a small workaround ONLY for use with the GALV_PixelMove Plugin:
Here we add the line '$gamePlayer._normMove = false;'
Code:
var Galv_Game_CharacterBase_moveStraight = Game_CharacterBase.prototype.moveStraight;
Game_CharacterBase.prototype.moveStraight = function(d) {
    Galv_Game_CharacterBase_moveStraight.call(this,d);
    Galv.AI.needRefresh = true;
    $gamePlayer._normMove = false;
};

Here we add the lines
Galv.PMOVE.center();
'$gamePlayer._normMove = true;'
Code:
Galv.AI.checkEventForIcon = function(event) {
    var icon = 0;
        
    if (event.page()) {
        var listCount = event.page().list.length;
    
        for (var i = 0; i < listCount; i++) {
            if (event.page().list[i].code === 108) {
                var iconCheck = event.page().list[i].parameters[0].match(/<actionIcon: (.*)>/i);
                if (iconCheck) {
                    // create target object
                    Galv.PMOVE.center();
                    $gamePlayer._normMove = true;
                    return {'eventId': event._eventId,'iconId': Number(iconCheck[1])};
                    break;
                };
            };
        };
    };
    return null;
};

This workaround disables the PixelMove for your next step after facing an event. After moving away from the Event, the PixelMove will be activated again. This workaround was created in 2minutes without any experience in JS. So there might be issues with it and a 'clean' solution from GALV one day. This worked for me though
 
Last edited:

StanHalen

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Enabled Terrax Lighting and the Action indicators plugin no longer works? Not compatible together?
 

DerniBorges

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Has anyone got a way for the plugin to work in conjunction with the QMovement plugin? I followed an orientation here in this post, to change the amount of pixels in QMovement, but the map and everything was totally distorted.
 

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