Modification of TDS's "Move Event with Player" Script

Robert-Character Creator

Waiting for Replies
Veteran
Joined
Feb 8, 2014
Messages
518
Reaction score
223
First Language
English
Primarily Uses
RMVXA
Hence why I haven't released a public demo yet. ;)

The player should still be able to use the table again to let go of it; at least that's how it goes on my end. However, there's currently a major bug where using the table from its north side will softlock the game, permanently. I have no idea why this happens or how to fix it, so be warned.
 

ZirconStorms

Veteran
Veteran
Joined
Dec 22, 2014
Messages
359
Reaction score
111
First Language
English
Primarily Uses
RMVXA
Hence why I haven't released a public demo yet. ;)

The player should still be able to use the table again to let go of it; at least that's how it goes on my end. However, there's currently a major bug where using the table from its north side will softlock the game, permanently. I have no idea why this happens or how to fix it, so be warned.
No point in being snarky just to defend yourself. Demo attached below; it's a makeshift solution, using:
-http://himeworks.com/2013/04/custom-event-triggers/
-https://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/
upload_2019-4-9_6-6-9.png
So the idea is that once the player hits any of the 1 region tiles, it'll trigger an event with a custom trigger type:
upload_2019-4-9_6-10-50.png
Then, neither events or the player can move. (you can probably remove restrict NPC and do some other form of disabling movement for a specific event.)
 

Attachments

Robert-Character Creator

Waiting for Replies
Veteran
Joined
Feb 8, 2014
Messages
518
Reaction score
223
First Language
English
Primarily Uses
RMVXA
Sorry, I'm usually a pretty snarky person, so it's to be expected from me. You're a very honest person though; I like that.

I just tested it; while it does somewhat fix the problem in this one circumstance, my project isn't limited to the grid, so this solution isn't very feasible. It does give me an idea for a different event I've been working on, though. Also, what if the player wanted to back up? I wish I was better at scripting, you know? I know exactly what is needed here, but no idea how to produce it.
 

ZirconStorms

Veteran
Veteran
Joined
Dec 22, 2014
Messages
359
Reaction score
111
First Language
English
Primarily Uses
RMVXA
Sorry, I'm usually a pretty snarky person, so it's to be expected from me. You're a very honest person though; I like that.

I just tested it; while it does somewhat fix the problem in this one circumstance, my project isn't limited to the grid, so this solution isn't very feasible. It does give me an idea for a different event I've been working on, though. Also, what if the player wanted to back up? I wish I was better at scripting, you know? I know exactly what is needed here, but no idea how to produce it.
Gary's free movement script allows for custom collision boxes for region tiles.
If you're inexperienced with scripting and still use this much third-party code, then yeah you just have to force yourself to learn how to read/write Ruby code. You will have to ask scripters to help you every day at this rate.
 

Robert-Character Creator

Waiting for Replies
Veteran
Joined
Feb 8, 2014
Messages
518
Reaction score
223
First Language
English
Primarily Uses
RMVXA
Does it? I've been using his script for a long time, and I've never seen that feature. There's custom hitboxes, and custom interaction-boxes, and custom collision maps, but nothing involving regions as far as I'm aware.

I've tried my hand at writing a script before, but I was never able to get it entirely working and gave up on it. As it stands, yeah, I'm constantly asking for help. My skills lie in eventing, artwork, and writing- code not so much.
 

ZirconStorms

Veteran
Veteran
Joined
Dec 22, 2014
Messages
359
Reaction score
111
First Language
English
Primarily Uses
RMVXA
Does it? I've been using his script for a long time, and I've never seen that feature. There's custom hitboxes, and custom interaction-boxes, and custom collision maps, but nothing involving regions as far as I'm aware.

I've tried my hand at writing a script before, but I was never able to get it entirely working and gave up on it. As it stands, yeah, I'm constantly asking for help. My skills lie in eventing, artwork, and writing- code not so much.
I haven't used Gary's script in a while; if it only has event hitboxes then I guess that could be implemented.
Either way, doesn't matter. Just make a longer hitbox for one event, and give it an event-hit-event trigger from hime's script to disable movement.
+
"Also, what if the player wanted to back up?"
You just said you wanted to make sure the player stops moving when the event can't move?
 
Last edited:

Robert-Character Creator

Waiting for Replies
Veteran
Joined
Feb 8, 2014
Messages
518
Reaction score
223
First Language
English
Primarily Uses
RMVXA
No, the problem is that once the table hits an obstacle, the player can become out-of-sync with it. I want to disable movement, in a particular direction, when the table event is unable to move in that same direction. This will prevent the player from moving only if the table cannot move. That's what I meant when I referred to a "'player cannot move if event cannot move' functionality".
 

ZirconStorms

Veteran
Veteran
Joined
Dec 22, 2014
Messages
359
Reaction score
111
First Language
English
Primarily Uses
RMVXA
No, the problem is that once the table hits an obstacle, the player can become out-of-sync with it. I want to disable movement, in a particular direction, when the table event is unable to move in that same direction. This will prevent the player from moving only if the table cannot move. That's what I meant when I referred to a "'player cannot move if event cannot move' functionality".
Any reason why you don't want the table to have a pushing mechanic, where an action button trigger could just trigger a move route for the table to just move one space ahead? This is a really unconventional and pretty impractical way of making a pushing feature.

New demo attached below, specifically for what I just mentioned above. I used:
-http://himeworks.com/2013/09/restricted-move-inputs/

If you insist on having the mimic movement method for pushing the table, maybe you can skip having to edit TDS's script by just having a conditional branch check in parallel process.
if e = $game_map.events[@event_id]; e.passable?(e.x, e.y, $game_player.direction)
+ (4 mini conditional branches for if player is facing left/right/down/up)
then: the appropriate script calls to disable that direction.

It could cause lag, so warning for that. Not sure how else to help with this, and personally this seems really over-the-top for what's basically a push/pull mechanic lol. Good luck finding something that works for your game.
 

Attachments

Robert-Character Creator

Waiting for Replies
Veteran
Joined
Feb 8, 2014
Messages
518
Reaction score
223
First Language
English
Primarily Uses
RMVXA
Aside from wanting to remain free of the grid? No major reason, I've just always hated those. The pixel-based movement I'm using for the table now may be over-the-top, but it looks and feels much better to me. Just has more bugs to iron out, is all.

Thanks for the script call. If I understand this right, e is a variable being set to the table's id, which is then used to set coordinates for the passability check? I'll have to test it.

While I have you here- any idea about the other two problems- the jittering and the softlock? If not I'll just have to make a thread for each.

Thank you for the luck! I'll need it.
 

ZirconStorms

Veteran
Veteran
Joined
Dec 22, 2014
Messages
359
Reaction score
111
First Language
English
Primarily Uses
RMVXA
Aside from wanting to remain free of the grid? No major reason, I've just always hated those. The pixel-based movement I'm using for the table now may be over-the-top, but it looks and feels much better to me. Just has more bugs to iron out, is all.

Thanks for the script call. If I understand this right, e is a variable being set to the table's id, which is then used to set coordinates for the passability check? I'll have to test it.

While I have you here- any idea about the other two problems- the jittering and the softlock? If not I'll just have to make a thread for each.

Thank you for the luck! I'll need it.
upload_2019-4-9_14-57-16.png
Gary's Free Movement script, line 1384 onwards. Change number from 32.0 to whatever, and you'll get a smaller grid for the basic movement commands. def move_backward, move_forward, move_away_from_character

Also no, I don't know what's causing it; I'd normally make an estimated guess but the way you set things up is a bit beyond me. I deleted all the scripts in my copy of your demo build to see what would happen and it still crashed, so that's 80+ scripts plus all the edits to the default code other people/you have made to go through lol.

No one else but you or your team will be willing to go through that much to figure out an issue that you caused (for free, at least.) Seriously, optimize your game build; fixing any bugs in your game code right now should be higher priority, especially if you're nearing mid or late development stretches. Delete whatever old scripts you don't use, temporarily disable code pages to see what could be causing each individual issue, and specify that you're not working with default code next time.
 

Robert-Character Creator

Waiting for Replies
Veteran
Joined
Feb 8, 2014
Messages
518
Reaction score
223
First Language
English
Primarily Uses
RMVXA
I finally had a chance to test out the script call you gave me, and it works perfectly! Well, I had to add an 'end' to it, but still! Now, when the table hits an obstacle, the player stops in their tracks, but can still back up or let go of the table.

Also, thank you for the observation about Gary's script. I wasn't aware of that section. I had modified it before, but never in that section.

I originally made this thread because I'm attempting to fix the remaining bugs already. There are fewer than 10 bugs total left that I can find, but they're all major and beyond me to fix, so I've been commissioning fixes for some and working on the others either myself or through these threads. Thank you for the advice; I'll try to take it heart.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,034
Messages
1,018,447
Members
137,820
Latest member
georg09byron
Top