Quasi Puzzle

Quxios

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Quasi Puzzle A Version - 1.00


by Quasi




* I'll make a better video on youtube eventually.


About
This plugin lets you create puzzle mechanics much easier. You can easily set up push / pull events as well as switches which require X amount of wait above it for it to trigger.
 


Pushing and Pulling Events



With this plugin, you can tag an Event to be able to be pushed / pulled. The players speed will be set to the speed of the event they are pushing / pulling. So if we have a “heavy” event, we can set the move speed to, lets say 1, then when the player goes to push it, there speed will now be 1 until they let go of the event.


Tagging an Event a Push / Pull



To tag an Event you just need to add the following into the Event’s note:


<pushOnInput>


Weight



Before we get into Weight Switches, we first need to set up some weights! To set up the weight for a event or player, you will add a note with the following format:


<weight:X


X: Set to any number


Weight Switches



Now that we have characters with weights and events that we can push, now we can make a switch that activates when there’s a certain amount of weight on top of it!
First we need to tag an Event as a weight switch by adding a note with the following format:


<weightSwitch:X>


  1. X: Set to amount of weight needed to activate the switch

Now we have to setup what happens when the switch is “pressed” ( has enough weight above it ) and when the switch is “unpressed” ( doesn’t have enough weight above it )
To do this we will use 2 Labels:


#pressed


and


#unpressed


Anything that is below those labels will run once when the switch is pressed / unpressed. You can set move routes, change a variable, change a switch, or anything you want!


Links


Github - Download


Other


This plugin as built in compatibility for Quasi Movement


I named this "Puzzle A" because eventually I might create other parts that handle different type of puzzle mechanics.
 
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Gooz

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Hello Quasi!


Thank you one more time for your awesome work!


I have a problem when an event is pulled with diagonal movement :


the actor sprite move (with locked direction, like he was pulling) but the event stay in the same location.


When i set the diagonal movement off in Quasi movement, the puzzle works good.


So i have to choose between diagonal movement or puzzles, is that normal?


(btw http://quasixi.com/ is down : "error establishing a database connection".)
 

Quxios

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@Gooz Ah yeah. I don't think I added in any diagonal support. Was originally going to be just a push / pull. But I left in the side dragging too and I must have forgot about diagonals. I'll look into it soon.
 

Gooz

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Re Quasi!


I have a little extra-question if you don't mind :>


Is that normal that this plugins dont allow the player to push with"mouse clic" (only "enter" works)?
 

Quxios

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Ah yeah, I didn't consider mouse clicks for this. I won't be patching it though, but if someone wants to patch it, they can go right ahead. Should be only 1 line change + 3-5 extra lines.
 

Gooz

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Ah yeah, I didn't consider mouse clicks for this. I won't be patching it though, but if someone wants to patch it, they can go right ahead. Should be only 1 line change + 3-5 extra lines.


Ok, i'll give it a try then!


I also noticed an other bug :  when an actor is pushed away from the event he is pushing (by damages),  it continue to push it.


I'll try to fix this too.
 

Gooz

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I found something wrong : if you push an event wich is bloqued by a wall for example, the actor will continue to walk through the event and then be enable to move.


If someone can figure this out cause i'm already working on the clicking thing and i'm code noob.
 

Quxios

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@Gooz I dont mind fixing that issue. Does that happen with only 4dir, 8dir or with both?
 

Quxios

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I finally got around to this. I just tried testing this, but I cant recreate it.


What I did:
Creating a pushing event, and set it inside an area blocked off by walls.
Pushed that event to each side ( to test in each direction ), and both the player and event would stop when the event collided. So the the player didnt walk into the event when the event couldnt move.
 

Gooz

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@Quasi Damn, i tried to recreate it too and i can't! I don't understand at all...


Anyway very sorry for wasting your time :(


Maybe it happen in a very specific context, i'll let you know if i understand some day lol.
 

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