OcRam

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Yeah, well I've been trying to figure out why it would be triggering characters to walk over objects after a period of movement during play testing when these objects are marked as * and I'm not using any region markers for the trees and such.
But do you have overpass region id somewhere in that map? Because in that video example it looked like player is raised to "above layer", but never assigned back to "lower layer".
 
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Hello Mr OcRam!
Fiddling with a new project and I will use several of your plugins. I hope you do great money with your plugins because they are very good and user friendly!

When I close in on finalizing this project, I will buy these :)
 

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I'm having some problems with Passages. None of my bridges work properly-- I can walk through the ledges just next to the ends of most bridges, I can stand inside the walls under vertical bridges, and walking off the end of a bridge prevents me from interacting with events-- as you can see, I just go straight into this chest here, and I can get softlocked if I don't walk over a 16 region before trying to interact with a Transfer event. I set them up exactly as in the instructions. What's going on?

1647301699923.png

1647301786265.png

1647301597989.png

1647301812373.png
 

Powell

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Did you set the passage settings for bridges to 1647304492323.png
 

OcRam

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I'm having some problems with Passages. None of my bridges work properly-- I can walk through the ledges just next to the ends of most bridges, I can stand inside the walls under vertical bridges, and walking off the end of a bridge prevents me from interacting with events-- as you can see, I just go straight into this chest here, and I can get softlocked if I don't walk over a 16 region before trying to interact with a Transfer event. I set them up exactly as in the instructions. What's going on?

View attachment 219913

View attachment 219914

View attachment 219912

View attachment 219915
Thank you for the message,

1 thing that I spotted were region id 16 (underpass) right beside 17 (overpass) that's absolutely no no ...maybe I should mention that in documentation? ;)

corrections.png
 

Dreigonix

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Thank you for the message,

1 thing that I spotted were region id 16 (underpass) right beside 17 (overpass) that's absolutely no no ...maybe I should mention that in documentation? ;)

View attachment 220324
If I don’t have those there, I can no longer interact with events after I walk over the 17.
 

Powell

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If I don’t have those there, I can no longer interact with events after I walk over the 17.
1647766581211.png
Change the 16 that have the RED X to 17 and see if you still have the problem. When you walk into a region marked 16 it places your characters on the ground level and 17 places them on the upper tile. Try having your characters walk over a 17 and anything placed with a * your characters will walk over.
 

OcRam

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If I don’t have those there, I can no longer interact with events after I walk over the 17.
That's because they are assigned to "lower floor" level. If autotiling is used events are automatically assigned to correct "floor level" (in other words "roof" tiles = higher floor level).

But events can be forced to higher floor level in any case via region id 17 (default overpass id) as @Powell said or with <higher> event comment.
 

Dreigonix

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View attachment 220442
Change the 16 that have the RED X to 17 and see if you still have the problem. When you walk into a region marked 16 it places your characters on the ground level and 17 places them on the upper tile. Try having your characters walk over a 17 and anything placed with a * your characters will walk over.
It worked! Thanks! ^__^
 

Bryanh

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using yanfly event spawn where would i place
$gameMap._events[$gameMap.LastSpawnedEventID()]._higherLevel = false;

so they aren't spawned above player?

thanks
 
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OcRam

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using yanfly event spawn where would i place
$gameMap._events[$gameMap.LastSpawnedEventID()]._higherLevel = false;

so they aren't spawned above player?

thanks
Thank you for the message,

I would use plugin command for that (see plugin instructions). (I don't have access to my PC for a few days tumbling these messages with my phone).
 

Bryanh

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hi i used the plugin command on the event that was being spawned, on the event that was calling the event to spawn and a parallel event on the map but still hasn't worked, my events do have multiple pages

thanks
 

Atria

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hi bug report or how can i fix. when i call the airship on a map its not working when plugin is on?
 

frgmthbrd

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Hello,

I'm getting this error, and I'm not sure what to do! I've checked the comments in OcRam_Passages.js and it gives me the impression that another plugin is interfering with this.terminate... but I'm at a loss as to what's doing it, or what I need to do to find a solution.


ocram error.png
 

OcRam

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Hello,

I'm getting this error, and I'm not sure what to do! I've checked the comments in OcRam_Passages.js and it gives me the impression that another plugin is interfering with this.terminate... but I'm at a loss as to what's doing it, or what I need to do to find a solution.


View attachment 234479
Thank you for the message,

It seems that parent container (if I recall it correctly it is map spriteset) is not defined when sortChildren is called.

Trace seems to lead to SRD_SuperToolsEngine, but in reality it can be pretty much any plugin that causes this conflict. I got at least 1 user that uses Passages with SRD_SuperTooolsEngine so try to pin point which plugin causes this by turning them off 1by1. Also plugin order matters a lot.
 

frgmthbrd

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It looks like the culprit was GALV_CustomTitle, so I'm figuring out a work-around for that (since that's pretty easy to replace with event menus etc). Thanks, I'm excited to have Passages working in my project!
 

Kirby44

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Hi, OcRam

How can I access the plugin command
Code:
floor_level
via script call ?

I'm using Yanfly's Event Spawner plugin and I want each event to be spawned with low floor level (for some reason, the comment doesn't work, probably because the event is spawned from another map)

I have a workaround tho, which is setting the priority of event as soon as it's spawned. It works but now I need to set it dynamically by sending
Code:
$gameMap._events.length
as the parameter for the event ID (the events spawned are always put at the end of the event list)

Cannot run code in plugin commands so I need to do it in a script call, and I can't find
Code:
setObjFloorLevel
when typing it in the console.
 

ShadowDragon

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you could try this one:

setObjFloorLevel(obj, level)

so if possible:
setObjFloorLevel(this._eventId, low) // low, high, auto

I dont know on which floor you want to set it on default.

otherwise, 2 enemies (same), 1 with the "comment" <low> and other <high>
but not sure if that works for spawn event.
 

Kirby44

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I'd like to do just that, but I don't know how to call setObjFloorLevel from outside the code.

Using the comments doesn't work. My guess is that the comments are processed when the map is loaded. OcRam's plugin doesn't parse an event page if it's spawned from another map.

But yeah, finding a way to call setObjFloorLevel from my common event would be great
 

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