Andar

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Switching off a plugin while playing the game is a bit like working on your car's motor while racing on the highway, so it's not directly possible.

what can be done is switching off functions of a plugin, but that is only possible if the plugin was programmed to include those switches from the beginning (like having installed controls in your car's cabin).
Rewriting a plugin that did not include such options is possible but usually not easy and depends completely on the details.

Someone with more knowledge of both engine and that script would have to check if it is possible to rewrite it in that way. From my limited knowledge and what I could read on the plugin that rewrite would not be easy, but I can be wrong about that.
 

ImaginaryVillain

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Super easy, look for...

Code:
if (Input.isTriggered('jump')) {

It's on line 2388. Replace it with...

JavaScript:
if (Input.isTriggered('jump') && $gameSwitches.value(1) === true){

And just replace the 1 with whatever switch you want to use. Then while that switch is on, you can jump and if it's not you can't.
 

Nonameded

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Switching off a plugin while playing the game is a bit like working on your car's motor while racing on the highway, so it's not directly possible.

what can be done is switching off functions of a plugin, but that is only possible if the plugin was programmed to include those switches from the beginning (like having installed controls in your car's cabin).
Rewriting a plugin that did not include such options is possible but usually not easy and depends completely on the details.

Someone with more knowledge of both engine and that script would have to check if it is possible to rewrite it in that way. From my limited knowledge and what I could read on the plugin that rewrite would not be easy, but I can be wrong about that.

Thank you for your answer, but i'm asking you not just to turn it off, but to make sure it works only where it's needed through a map, switch, or variable. Isn't there a way...?
 

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Super easy, look for...

Code:
if (Input.isTriggered('jump')) {

It's on line 2388. Replace it with...

JavaScript:
if (Input.isTriggered('jump') && $gameSwitches.value(1) === true){

And just replace the 1 with whatever switch you want to use. Then while that switch is on, you can jump and if it's not you can't.

Is my answer correct?
You didn't write it wrong?

edit
Sorry. That was the right answer.
But I have to move in four directions, and I don't want all the functions of this plug-in to work when the switch is on.:kaoswt2:
 
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ImaginaryVillain

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Ah I see, I misread. This is what happens when you only sleep like 3-4 hours a day for a week. :kaoswt:

I looked more carefully into this. Here's the problem here... This plugin goes through and overwrites a huge number of functions in rpg_objects.js. So it's not as simple as shutting it off, because the original functions have been overwritten so there is nothing there in the first place if you shut this plugin off with say a switch.

To counter this, someone needs to go through each function of this plugin, create a conditional switch, then copy the old function's functionality into one side of it, and the JumpAction stuff into the other. Certainly possible, but at around 3,700 lines of code... I suspect nobody will do that for free. Best advice, hire a scripter.
 

Nonameded

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Ah I see, I misread. This is what happens when you only sleep like 3-4 hours a day for a week. :kaoswt:

I looked more carefully into this. Here's the problem here... This plugin goes through and overwrites a huge number of functions in rpg_objects.js. So it's not as simple as shutting it off, because the original functions have been overwritten so there is nothing there in the first place if you shut this plugin off with say a switch.

To counter this, someone needs to go through each function of this plugin, create a conditional switch, then copy the old function's functionality into one side of it, and the JumpAction stuff into the other. Certainly possible, but at around 3,700 lines of code... I suspect nobody will do that for free. Best advice, hire a scripter.
Thank you for your answer.
In the result... there's nothing for free.
But I'm not the money earner, so it's hard to hire.
So...



Wow... f... I have nothing to say.


Ps.
But I put that switch code in line 530 or 533, and it made it possible to move in four directions.
...It doesn't matter, does it?
 

ImaginaryVillain

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The problem is if you do that, then the plugin never loads at all. You've effectively shut it off. And MV won't check for it again, it simply adds all of the plugins during startup and will skip that one.
 

Nonameded

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(Delete)
 
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ct_bolt

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So... Wow... f... I have nothing to say
I'll attempt this today hopefully in my add on.
Just been lazy... sounds does seem like fun today though. Lol
... prolly post a download/update soon...
 

Nonameded

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The problem is if you do that, then the plugin never loads at all. You've effectively shut it off. And MV won't check for it again, it simply adds all of the plugins during startup and will skip that one.
I'm trying to do something...
Can you tell me which line the character is on in rpg_objects.js?
 

Nonameded

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I'll attempt this today hopefully in my add on.
Just been lazy... sounds does seem like fun today though. Lol
... prolly post a download/update soon...
Okay, I saw your add-on.
I hope it's done soon.

[Add-Question]
Can you put 'more jump' in add-on?
Like in a game like 'I Wanna be the boshy', you can keep jumping if you eat.
I Wanna be the boshy more jump.jpg








leave an apology and thanks in advance
 

ImaginaryVillain

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I'm trying to do something...
Can you tell me which line the character is on in rpg_objects.js?

Oh it's not just one line, open up rpg_objects.js and TMJumpAction then search for each
Game_Player.prototype, Game_Character.prototype and Game_Map.prototype... Probably some others and see what the plugin overwrites. It's such a complete rework that as best I can tell it overwrites an insane amount of stuff. It definitely seems possible to make a switch, just a lot of work.
 

Nonameded

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Oh it's not just one line, open up rpg_objects.js and TMJumpAction then search for each
Game_Player.prototype, Game_Character.prototype and Game_Map.prototype... Probably some others and see what the plugin overwrites. It's such a complete rework that as best I can tell it overwrites an insane amount of stuff. It definitely seems possible to make a switch, just a lot of work.

...I don't think this code -if (Input.isTriggered) {- gonna work. It's a pretty stupid idea.
I'll just have to wait and see if i can get add-on.
 
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Nonameded

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How long do I have to wait?
 

Trihan

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Someone has offered to do for you, for free, something I would never in a million years do without charging for it (because what you're asking for requires significant changes to a very large plugin). You're being incredibly rude and entitled by being so impatient. If you're asking for an update, you could stand to be nicer about it.
 

Nonameded

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Someone has offered to do for you, for free, something I would never in a million years do without charging for it (because what you're asking for requires significant changes to a very large plugin). You're being incredibly rude and entitled by being so impatient. If you're asking for an update, you could stand to be nicer about it.
I'm sorry. I'm a little impatient. I was afraid this would be a necro post.

Actually, I was just waiting for his add-on.
I'll attempt this today hopefully in my add on.
Just been lazy... sounds does seem like fun today though. Lol
... prolly post a download/update soon...

But I'm just saying that there might be someone else who can handle this before him. He has already solved the same question.(Although it's the old version)
 

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