Stairs Movement

jimfalcon

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@ksjp17

Thank you for that explanation. Makes perfect sense now. I've only dealt with region ID's in the tutorials setting random battles, and I guess I forgot that they were called region IDs in the first place. Thanks 

And thanks one more time for the link to the tutorials.
 

Sales_Kital

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What is your stance on weather this can be used commercially or not? I try to organize my downloaded resources into 2 folders, free commercial use(with credit obviously) and non-commercial only(also with credit given)

Also, a sidenote, can events move on the stairs?
 
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Lear

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I have a request, though this script is amazing as it! Is there any chance you could add on allowing you to change which region id is used on a per map basis?
 

jimfalcon

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has anyone figured out how to make this work with wide staircases (more than 32X32 pixels high?

two squares high seems to work fine, but im looking to make 4 squares work and or higher... though I know this script wasn't designed to work with that great a range, im still wondering.
 
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FenixFyreX

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@jimfalcon - This system most definitely works with double wide staircases; I just tried it out myself. As for >32px, that is not possible unless you use a pixel movement script, because the default movement system is restricted to tiles of 32px by 32px anyways.

@Sales_Kital - No terms, my only request is that you send me a copy of your game so I can see it later on!

@ksjp17 - I've been absent for a WHILE. Are you still trying to solve your problem?
 

ZetlasX3

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Hey nice script but i can't use it because it not working in my game because i will use this stair  here 
 one here some can help me?
 

Candacis

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I'm wondering, if you will maybe port this script over to MV?
 
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Me too :) Would be awesome to see this on MV!
 

mdqp

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Can I ask a question? I can't seem to be able to copy the 1.1 version of the script properly, it's formatted without any line breaks (at least for me), unlike the 1.0 version included in the demo. Am I missing something obvious?
 

bgillisp

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@mdqpYou're not. It's an error with how the script is displayed on the forum. The only way to fix it is if the original poster returns to fix it, or fix it manually by downloading it and adding all the line breaks by hand.
 
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mdqp

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@bgillisp I see, thank you. If the author doesn't come back to fix it, I'll have to try doing it myself.
 

mdqp

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By the way, I did eventually fix the formatting for the script, I'll attach the .txt file here (I assume there is no problem, since the script was already public and I just fixed it for ease of use).

View attachment Stairs movement.txt
 

RpG LoVeR

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Thanks man, and i was wondering why this script isnt working :/
 

mdqp

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Thanks man, and i was wondering why this script isnt working :/
Glad it was useful! Make sure to double check any script you put in the game, even if you don't know how to code, sometimes the problem is obvious (like this one being on a single line). :)
 

RpG LoVeR

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Can you help me with another similiar code probmem? Its a code that is used to make an unskipabble text...its 1 line code,like this one so i have problem to apply it...can you help me?
 

mdqp

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Sure, if it's not too long. Give me a link to the code.
 

mdqp

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class Window_Message < Window_Base alias galv_gpanda_update_show_fast update_show_fast def update_show_fast return if $game_switches[1] galv_gpanda_update_show_fast endend

This is an one-line script posted by Galv in this link https://forums.rpgmakerweb.com/index.php?threads/solved-creating-unskippable-text.8589/
Okay, this is super simple, it goes like this:

class Window_Message < Window_Base
alias galv_gpanda_update_show_fast update_show_fast
def update_show_fast
return if $game_switches[1]
galv_gpanda_update_show_fast
end
end

Put it like any script you use under "Materials" and before "Main process", and you are good to go (I tested it and it works).
remember to change the "1" to the number of the switch you want to use to turn this on or off.
 

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