Quasi Movement

Merancapeman

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Sadly this thing is becoming too complicated for me, which sucks because the thing is bloody awesome. My problem is I can no longer interact with events (even using movement plus with added extra distance), the mouse click movement doesn't work (only faces toward mouse), the inputs don't seem to be working, and I'm encountering an issue with a bridge mod that makes it so that when crossing the bridge you're shown as on top, but going under the bridge shows you as below - in that, with this mod, the player is always shown as going below the bridge. Not sure what to do =\
 

Quxios

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@Merancapeman Toggle the colliders with F10. If the players red collider is touching / right next to an event collider then it can be activated with the action trigger. For mouse clicks, you are better off not using it or grabbing the Pathfind addon for my movement. And for the bridge, idk, if you mean you're using a bridge plugin, then it's mostlikely a compatibility issue which is to be expected with almost every other map mechanic type plugins. Since the others are created for the default movement ( grid based ) and collisions detection.
 

lonewolph

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did an update to MV or something break collisions maps? None of my projects seem to work anymore, I can walk through everything. I tried loading old old projects that I know worked and nothing works now.
 

lonewolph

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Hello Quasi,


First wanted to say thank you for the awesome movement script. :D


The collision maps don't seem to be working correctly. I have only been able to get them to work when I set the color to white. This was true for my own game along with your master demo. Downloading the demo and using it as is, the collision maps don't work. When I set the collision color to white, and recolor the image to white, it works as intended. Also, setting the color to black just makes it so I cannot move the character at all.


I've also tried different settings with the 'Collision Map Scan' yielding no discernible effect (in case this helps).

I'm having the same problem. Suddently none of my collision maps were working anymore. I changed the collission color to white and re-colored the image to white and its working again now.
 

Quxios

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@lonewolph I have no idea, as collision maps are still working completely fine for me. What RM version are you using and which movement version?


Also a few updates:
Movement 1.298


https://github.com/quasixi/Quasi-MV-Master-Demo/blob/master/js/plugins/QuasiMovement.js

  • Adding a few functions that were in my ABS.
  • Add a new plugin command "quasi seteventpos [eventId] [pixelX] [pixelY] [direction]" leave direction empty to retain it's current direction

Pathfind 1.12


https://github.com/quasixi/Quasi-MV-Master-Demo/blob/master/js/plugins/QuasiPathfind.js

  • Removed Binary heap, due to it make the final path not looking as good ( I must have made it incorrect as it wasn't improving the performance as much either ) So it should perform as it did back in the 1.0X versions
 
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lonewolph

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I tried using different version.  Right now im using 1.29, and RPG Maker MV 1.2.0. Even with all addons off it didn't work until I did as the user did and changed the color to white and changed the collision map color to white in photoshop. Not a big deal really as it works still, just strange
 
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Lakaroth

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Dear @Quasi thank you for this plugin, is really cool :)

I'm doing something particular, i'll explain:

I'm trying to make some actions like action game, for example slash a sword like Link in zelda.


So, i have create a parallel process who change the player box size when i press OK then after "wait 5" resize at original.


This is a sample image who explain 





How can i let something happend when Player Box and Event Box collide?


I have try with variable XY stored but he dont change position, just box size.

EDIT:


I have find a solution with a parallel process who monitorize Player and Event Pixel Position


But it need a lot of variables and time for any enemy.
here a sample
(not entire script just if Player it comes from Left and enemy is Right)


Based by Box Player sizes i can calculate if there's a difference More or Less than box size (Ex 36px) but this methond is really expensive in terms 


of design a game.
 





Can you suggest me something else for do that?

Best
 
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deathsia

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Okay so I figured out what I did wrong ealier but a new problem has arisen, when I put a custom movement route in, that seems to override the pathfinding at random when the npc "sees" the player.


I can tell its doing this due to the fact that it will at random resume page 1's custom movement route at random before resuming pursuit.
 
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Quxios

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@Lakaroth If you're okay with mixing in scripting, then yes there is a much easier way. You can use the built in function to get all the characters that are touching a certain collider.


The function you can use is:
 


$gameMap.getCharactersAt(collider, ignorefunction, self);


The function will return an array with all the characters that are touching the collider you passed in. You can add an ignoreFucntion or you can just manually filter the returned array after.


An example of using this to grab all the characters that are touching the players collider is:
 


$gameMap.getCharactersAt($gamePlayer.collider())


This will return an array with all the characters touching the players collider, including the player and followers.


I won't go into more details, but if you are okay with scripting, then feel free to pm me and I can give you more details if needed.


@deathsia I'm a bit confused on what you mean, can you explain what you're trying to do some more?
 

lonewolph

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for Quasi Pathfinding, is there an easier way to find the X and Y coordinate I am trying to move to aside from guessing, and then testing? When I use the PathFindGrid feature, it doesnt reliably go to the same spot everytime. Seems to go based off of the spot the event/player is at when the move is triggered. If my player walks into the trigger event near the bottom, or near the top of the square, it will make the end location different.
 

Quxios

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@lonewolph It will probably not be possible to get a character to move to an exact spot every time if you have grid set to 1 and offgrid set to true ( pixel based movement ). That's because the amount of spaces your character can move is based on his move speed. So lets just say, your X is at 150, but due to your move speed you'll be moving 3 pixels every move. That means that character will never be able to have an X of 151, 152, 154, 155, ect. unless he changes his speed. So the pathfind will stop at the closest it can get to the position you set it to find.


Also just incase, when pathfind it's trying to get the ._px, ._py values to that point. Here's a picture of where those values are related to the character:





If you want to find some exact coordinates, there's no need to guess. First just count which grid space that pixel position is on, for example, lets say its on the grid position of 18, 11. Now we turn those values to pixel values, so just multiple it by your grid size ( default is 48 ) so our pixel values are now 864, 528. Now we just need the additional values to the pixel position. For that you can just take a screenshot ingame and count the pixels and add them to your converted grid value. To make it easier to know where to start counting, you can make that 18, 11 tile a white tile so you know where the grid starts from. Example:

 






( Using paint )


So that little box is 15x17, so we just add 15 to our x value and 17 to the y value. So our final value that we want to pathfind to is: 879, 545
 

lonewolph

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Thanks Quasi. I have almost come across another problem I am having. I want to use Smart Move for my Collision Maps as it helps a ton from the player getting snagged when moving around, but when trying to interact with characters for example its very annoying as when you approach them he will kind of slip and slide around him because of the Smart Move. Is it possible, or could you add an option for Smart Move to Work only with the Collision Map but not work and "Slip and Slide" on any event colliders?
 

Quxios

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@lonewolph Yeah just add the following inside the note for the event:
<nosmartdir>
 

Jory4001

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*Solved on my next post on page 20*


I am Having an Issue with Parallax mapping and the Movement Plugin.


I am Using TDDP_BindPictureToMap.js Plugin to bind my overlays to the map.


My issue is, when an edge of the map is not visible on the screen, the picture overlay shifts up 1 pixel or left 1 pixel, or both at the same time.


An odder occurrence is that when it shifts only left 1 pixel, it doesn't shift the whole picture, certain parts of the picture remain in its proper location!


The issue will occur during movement, and sometimes fixes itself when movement stops, attempts to recreate when where and how the shift occurs have been difficult and it seems entirely random. however the shift occurs very often, so If I was to move up and down constantly, the shift happens so fast it flickers.



*Solved on my next post on page 20*
 
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Noctis

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I have a problem, I'm using parallax map and set a collision map and a region map for it. The whole map is passable, but when I put an event with random movement, it doesn't move from its location.
 

Quxios

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@Jory4001 I have no clue. This movement plugin should not affect the parallax or any image binding plugins at all.


@deathsia I'm assuming you have that on page 1, then have the sight comments to switch the pages. Then on page 2, you have the pathfind chase in the autonomous movement custom? I tried to recreate it, and it worked fine for me. If you're not using the latest version on the 3 plugins ( pathfind, sight, and movement ) try updating them and see if you still have the issue.


@Noctis Can the player move around? Example, try starting the player where that event would start at, and see if you can move. Also push F10 to turn on the collider view, and see if the event is colliding with anything.
 

Noctis

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@Quasi Yes I can move around, I swapped the position of my player and the event, I can still move but the event won't move at all. Here's what I did, I instal the quasi movement plugin, and movement plus. Then I remove the region ID of the whole map and covered it with passable tile. Then in the map notebox I put the following as you can see in the screenshot. The collision box is also there, as you can see the event is not colliding with anything.

q.jpg


q.png


wq.jpg
 

deathsia

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@Jory4001 I have no clue. This movement plugin should not affect the parallax or any image binding plugins at all.


@deathsia I'm assuming you have that on page 1, then have the sight comments to switch the pages. Then on page 2, you have the pathfind chase in the autonomous movement custom? I tried to recreate it, and it worked fine for me. If you're not using the latest version on the 3 plugins ( pathfind, sight, and movement ) try updating them and see if you still have the issue.


@Noctis Can the player move around? Example, try starting the player where that event would start at, and see if you can move. Also push F10 to turn on the collider view, and see if the event is colliding with anything.


Could you copy and paste your movement page for page 2? Because I feel like i'm missing something, I got an error that said


 

Noctis

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@Quasi seems like I found the issue while reading the page 2 of this thread. Yanfly save event has something to do with it, I downloaded the patch in the link and it's working now  :)  but somehow Yanfly stop map movement doesn't seem to be working, are there compatibility issues?


Oh and one last thing, what does Region Map exactly do? I tried only putting <cm=filename> in a map notebox and didn't put the one for region map <rm=filename> but still it work.
 
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