Problem with Movement Plugins and Transfer Player

MonkeyFrog

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Hello. I've been (slowly) developing a game in RPG Maker MV. What I am doing is mainly developing my "code" in test levels, learning which plugins I want to use, and developing things like traps, puzzles, etc. I'm at the stage now where I am testing movement and art related things.

I've been testing various movement plugins that allow for pixel movement. These include Altimit Movement, QMovement, and Galv Pixel Move. With each of these there is a problem when using transfer player. The player gets stuck in constant transfer.

As an example, take the RPG Maker tutorial map of Field Map with a player transfer to Normal Town and Stone Cave. If I use one of the pixel move plugins, move to the town or stone cave player transfer event, then the player map is loaded, but if you try to move the player in any direction, it tries to instantly transfer him again. It becomes an endless loop that the player cannot escape.

This does not occur, of course, when transferring to a map where there is no transfer back to the previous map. So, I am guessing this is an issue with the collision method that plugins are using?

Is anyone familiar with this problem and how to overcome it? I would really like to have pixel movement in my game instead of the default RPG Maker MV movement, if possible.

Any help would be appreciated. Thanks.
 

Engr. Adiktuzmiko

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It could be that the pixel movement plugins you have also modify the collision check causing the events to trigger..

One way you can deal with it without modifying the plugins will be to transfer the player farther from the map transfer event. Like if we normally teleport the player 1 tile away from the event, teleport him 2 tiles away instead.

Of course its not the optimum solution, just one possibility
 

Andar

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with all pixel movement versions there is always a question on how to trigger events - that has always to be added by the plugin because the default way with grid coordinates no longer works, and each plugin should have a description that tells you how to handle events and event triggering in borderline cases.

If there is no such description available (and if you can't read code to learn it yourself from the plugin code), then your only solution is the one mentioned above: make sure that the player doesn't get accidentially near the trigger.

One tip: if you don't like the player appearing farther in on the map, add a triggered autorun scene (triggered before the transfer) that places the player on the border and force-moves him several steps into the map before giving control back to the player.
 

MonkeyFrog

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Thanks! What you're saying, Andar, makes sense. I have some ideas that I can use to work around this and a few other possible solutions now that I am thinking about it some more. :)
 

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