Orange Movement 3

MakoTorii

Veteran
Veteran
Joined
May 9, 2013
Messages
58
Reaction score
9
First Language
English
Primarily Uses
Thanks for fixing that one, but I found another error. I'm pretty sure this one occurs when there are no more party members left. My map/event-made title screen shows the error since there's no party member on the map. I tried adding a member from the start and the error doesn't occur. If I remove the member, however, the below error occurs, which is the same error I've been getting involving no party members.

 
Last edited by a moderator:

Hudell

Dog Lord
Veteran
Joined
Oct 2, 2014
Messages
3,545
Reaction score
3,716
First Language
Java's Crypt
Primarily Uses
RMMZ
Thanks for fixing that one, but I found another error. I'm pretty sure this one occurs when there are no more party members left. My map/event-made title screen shows the error since there's no party member on the map. I tried adding a member from the start and the error doesn't occur. If I remove the member, however, the below error occurs, which is the same error I've been getting involving no party members.


Sorry for taking so long to reply, I lost the notification between the replies to the new rpg maker thread.


I updated the script with a fix to that problem. I'll also do some more tests with an empty party to make sure there's nothing else wrong.
 

Punisher699

Veteran
Veteran
Joined
Jul 3, 2014
Messages
85
Reaction score
18
First Language
French
Primarily Uses
Hey Hudell , I'm wondering if I can set up a reset for the sprint/dash . I mean when I teleport somewhere else , he's still using his dash graphics . Most of the time players keep the shift button pressed when they enter in an another zone or house . Do you think there is a way to do it ? Like forcing the player to press again on shift before running again ? Or just reset the graphics 

thank you  :D
 
Last edited by a moderator:

Hudell

Dog Lord
Veteran
Joined
Oct 2, 2014
Messages
3,545
Reaction score
3,716
First Language
Java's Crypt
Primarily Uses
RMMZ
Hey Hudell , I'm wondering if I can set up a reset for the sprint/dash . I mean when I teleport somewhere else , he's still using his dash graphics . Most of the time players keep the shift button pressed when they enter in an another zone or house . Do you think there is a way to do it ? Like forcing the player to press again on shift before running again ? Or just reset the graphics 

thank you  :D
Were you using the latest version? V3.0 was reverting the sprite right after the teleport.

I've changed the script with a new setting (enabled by default) that will update the sprite right before the teleport happens. You can also manually refresh the sprite with:

Code:
$game_player.update_actor_graphic
 

Punisher699

Veteran
Veteran
Joined
Jul 3, 2014
Messages
85
Reaction score
18
First Language
French
Primarily Uses
Ohhh I'll make sure I get the last version :)

Thank you !
 

Punisher699

Veteran
Veteran
Joined
Jul 3, 2014
Messages
85
Reaction score
18
First Language
French
Primarily Uses
Yeah I had the version 3.0 , but now with the 3.1 , it works like a charm !!! 

You are awesome once again !  :D

thank you bud 
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
Can I use this to have a push block drop off a cliff?? If so how would i do that?
 

Hudell

Dog Lord
Veteran
Joined
Oct 2, 2014
Messages
3,545
Reaction score
3,716
First Language
Java's Crypt
Primarily Uses
RMMZ
Can I use this to have a push block drop off a cliff?? If so how would i do that?
Hm, no, I don't think my script would help you with that.
 

elsimate

Villager
Member
Joined
Apr 27, 2015
Messages
26
Reaction score
2
Primarily Uses
Hey Hudell, i was just messing with your orange movement script 2.1.. and what really bugged me was that, unlike the default movement, in orange movement, the player wouldnt slide on a border (lets say, the top ), while pressing diagonal movement (lets say up and right)... i was disappointed not to find this feature in the version 3.. maybe you cant make it because of code or something.. maybe i didnt read the comments well enough.. i thought , maybe i would give you an idea for your future versions (though, this is something so basic, i bet someone allready brought it up before..) Tnx for the cool modular scripts.. keep up the good work :)
 

Hudell

Dog Lord
Veteran
Joined
Oct 2, 2014
Messages
3,545
Reaction score
3,716
First Language
Java's Crypt
Primarily Uses
RMMZ
Nobody had said anything about that before :/


I fixed it on 3.2 right now.


You can also let the player slide even if they press only one key, if you use the Auto_Avoid feature.


Just increase the Auto_Avoid_Max_Offset to change the max distance that the player can slide.
 

Sato1999

Yangfly Master(Previously)
Veteran
Joined
Sep 9, 2014
Messages
338
Reaction score
84
First Language
Portuguese
Primarily Uses
RMVXA
Hey that's a nice script!
 

elsimate

Villager
Member
Joined
Apr 27, 2015
Messages
26
Reaction score
2
Primarily Uses
Nobody had said anything about that before :/

I fixed it on 3.2 right now.

You can also let the player slide even if they press only one key, if you use the Auto_Avoid feature.

Just increase the Auto_Avoid_Max_Offset to change the max distance that the player can slide.
Aww yiss.. its perfect now.. So much smoother, dont oyu think ? :)

I use 0.35 on Max offset, because i want my guy to avoid stuff only if he is definitely in a place where one would suspect that he wants to avoid a corner :)

Tnx for the quick update. You're the best!
 

Hudell

Dog Lord
Veteran
Joined
Oct 2, 2014
Messages
3,545
Reaction score
3,716
First Language
Java's Crypt
Primarily Uses
RMMZ
Updated the script to version 3.3, adding a setting to configure a delay to the Auto Avoid feature.
 

Mireneye

High Chromancer
Veteran
Joined
Dec 22, 2013
Messages
143
Reaction score
20
Primarily Uses
Hey Hudell! First and foremost this script is a wonder to use in XAS, can't believe it works so well <3
I've found a form of incopability with another script. It's incompatible with Move Restrict Region by Yanfly.

I've setup regions to enable some events to be able to pass through certain things but not others. The system seems to be working for events but not for the player. 

Here is the script in question:
https://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/

Is there an easy way to solve this? I'd be overjoyed!

Thanks in advance and keep rocking ^^
 

Hudell

Dog Lord
Veteran
Joined
Oct 2, 2014
Messages
3,545
Reaction score
3,716
First Language
Java's Crypt
Primarily Uses
RMMZ
Hey Hudell! First and foremost this script is a wonder to use in XAS, can't believe it works so well <3

I've found a form of incopability with another script. It's incompatible with Move Restrict Region by Yanfly.

I've setup regions to enable some events to be able to pass through certain things but not others. The system seems to be working for events but not for the player. 

Here is the script in question:

https://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/

Is there an easy way to solve this? I'd be overjoyed!

Thanks in advance and keep rocking ^^
I made a compatibility patch for it:

https://github.com/Hudell/scripts/blob/master/standalone/movement/compatibility/YEA-MoveRestrictRegion.rb
 
Last edited by a moderator:

Mireneye

High Chromancer
Veteran
Joined
Dec 22, 2013
Messages
143
Reaction score
20
Primarily Uses
Wow that was super quick! You are phenomenal! It works as well <3

I think I have to tweak it somehow as it does not quite work as intended. It will stop the player one unit ahead of the region when it hits the region itself. This is at least true when player faces upwards. My quick test did not really support me with to much data on that. 

Man again, Can hardly express how awesome this is! thank you!

EDIT:
On a sidenote, something I noticed, one of the main draws of this script for me was the XAS compability. A tiny "issue" I found is that items dropped by enemies in XAS seems uneccesarily difficult to pick up. I'm guessing it's because you have to be right on the 32x32 tile(or close by) to pick it up. Just a headsup!
 
Last edited by a moderator:

Hudell

Dog Lord
Veteran
Joined
Oct 2, 2014
Messages
3,545
Reaction score
3,716
First Language
Java's Crypt
Primarily Uses
RMMZ
Wow that was super quick! You are phenomenal! It works as well <3

I think I have to tweak it somehow as it does not quite work as intended. It will stop the player one unit ahead of the region when it hits the region itself. This is at least true when player faces upwards. My quick test did not really support me with to much data on that. 

Man again, Can hardly express how awesome this is! thank you!

EDIT:

On a sidenote, something I noticed, one of the main draws of this script for me was the XAS compability. A tiny "issue" I found is that items dropped by enemies in XAS seems uneccesarily difficult to pick up. I'm guessing it's because you have to be right on the 32x32 tile(or close by) to pick it up. Just a headsup!
I've updated the compatibility patch on that same link.

The XAS patch is a little more complicated, since it's a very big script, I'll have to read it all and check every place where it uses the player position.

I've only made the Orange Movement script compatible with the player and followers, so events have to stay on the 32x32 grid to work properly. I believe most of the problems with XAS is that it picks the internal player position to decide where to create events, so those events get created outside the grid.

I have two choices:

1) Read the whole XAS script and try to come up with patches for all of it's issues.

2) Make the events compatible with pixel movement too.

Either way, I'll need some extra time to do it, so it may take a while.
 

Mireneye

High Chromancer
Veteran
Joined
Dec 22, 2013
Messages
143
Reaction score
20
Primarily Uses
Awesome! Cheers mate ^-^
I'm fine with option 1. I'm not to keen to have every event run on Pixel movement. So far it's only brough unecessary amounts of issues in my game and lag. And it does almost no difference to the player. Also take all the time you need, I'm in no rush with that minor issue!
 
Last edited by a moderator:

Sales_Kital

Digidestand
Veteran
Joined
Dec 20, 2012
Messages
30
Reaction score
2
First Language
English
Primarily Uses
RMMV
can this be used for commercial games, with credit given of course.

oh, didn't notice the permissions in the script at first.
 
Last edited by a moderator:

Punisher699

Veteran
Veteran
Joined
Jul 3, 2014
Messages
85
Reaction score
18
First Language
French
Primarily Uses
Hello Hudell :)

Can we have a reset after battle too ?

I have version 3.1 (this is maybe already done with the latest 3.4v)

Thank you !
 

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

Latest Threads

Latest Profile Posts

I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
Ami
i can't wait to drink some ice after struggling with my illness in 9 days. 9 days is really bad for me,i can't focus with my shop and even can't do something with my project
How many hours have you got in mz so far?

A bit of a "sparkle" update to the lower portion of the world map. :LZSexcite:
attack on titan final season is airing tomorrow, I'm excited and scared at the same time!

Forum statistics

Threads
105,881
Messages
1,017,227
Members
137,607
Latest member
Maddo
Top