Eli Jump System - Player jumps with a press of a button!

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Started by Eliaquim 76 posts Page 3 of 4 View original ↗
  1. Eliaquim said:
    안녕하세요!
    죄송하지만 질문을 이해하지 못했습니다.
    점프를 하고 있는데 왠지 캐릭터가 지붕과 겹친다?
    이 상황을 보여주는 비디오, 스크린샷 또는 gif를 보낼 수 있습니까?

    --------------

    버전 5.0.0은 5.0.0 버전보다 낮은 플러그인과 호환되지 않습니다.

    버전 5.0.0 - 2022년 2월 5일

    • 업데이트된 이용약관.

    체크.png
    The electric pole in the photo is an event object.
    When not jumping
    electric poles are shown above the character
    If you jump, it will be shown below the character.

    Could it be possible to make the electric pole visible above the carrier while jumping?

    i am sorry that i am not good at English
    I love your plugins
  2. seruzen said:
    View attachment 215902
    The electric pole in the photo is an event object.
    When not jumping
    electric poles are shown above the character
    If you jump, it will be shown below the character.

    Could it be possible to make the electric pole visible above the carrier while jumping?

    i am sorry that i am not good at English
    I love your plugins
    Thanks for the screenshot! Don't worry, English is not my native language too xD

    So, I believe I understand your situation.
    You can try letting the event priority above the player.
    Or you can try using the note tag on the event note, so the player will not be able to jump over it.

    Can you tell me what is the event priority?
    And also, the pole is a single event, or is it a multiple events creating the pole?
  3. Eliaquim said:
    Thanks for the screenshot! Don't worry, English is not my native language too xD

    So, I believe I understand your situation.
    You can try letting the event priority above the player.
    Or you can try using the note tag on the event note, so the player will not be able to jump over it.

    Can you tell me what is the event priority?
    And also, the pole is a single event, or is it a multiple events creating the pole?

    Oh thank you so much!
    Event priority is 'SAME AS CHARACTERS'
    The pole are a single event

    If this is solved, I can express a lot of things :LZSexcite:
  4. seruzen said:
    Event priority is 'SAME AS CHARACTERS'
    The pole are a single event
    That is the problem. If you were in front of the pole and jumped it looks normal.
    If you changed the event to above player, then behind the event is fine, but in front would have it show on top of the player.
    This becomes tricky.
    If you even split the graphic in multiple events it still would cause an issue.
    base of pole same as characters. Covers all directions.
    one tile up set to above characters. Behind works fine, in front would show above the player when you jumped.
    The solution is to have it change priority based on player position.
    Player is below, set to same as characters. player behind set to above player.

    I'm not familiar with MZ so I don't know if there in a plugin that can do that.
  5. seruzen said:
    View attachment 215902
    The electric pole in the photo is an event object.
    When not jumping
    electric poles are shown above the character
    If you jump, it will be shown below the character.

    Could it be possible to make the electric pole visible above the carrier while jumping?

    i am sorry that i am not good at English
    I love your plugins
    Ok, I made some tests here.
    For you to avoid this behavior, you will need to have the pole event as ABOVE PLAYER and with the note tag: <BlockJump>.

    Although this will prevent the player to jump over it, this can also make the player walk under it, because it is an ABOVE PLAYER event.

    So, you need to find a way to create a collision there, so the player can't walk under the pole.

    One of the possible solutions is to put an invisible event below the pole, that must be SAME AS CHARACTERS. Since the engine doesn't let you create events in the same place, you have to create the collision event close to the pole and make it walk under the pole.
    Example below(The pole event is the Crystal):

    9vG8akn.png
  6. Eliaquim said:
    One of the possible solutions is to put an invisible event below the pole, that must be SAME AS CHARACTERS.
    Two other possibilities come to mind. Region restriction and creating an event then doing a set event location when entering the map.
  7. Roninator2 said:
    Two other possibilities come to mind. Region restriction and creating an event then doing a set event location when entering the map.
    Yes, region restriction can work, but he will need a plugin for that.
    The set event location can also work! I think it is indeed easier than my first approach
  8. 체크.png
    I solved it!

    I put movement restrictions on the transparent map chip

    When passing under a pole, it has to be visible behind the character.
    I solved map Y of character and pole as event page condition

    to set it up simply

    I used Tsukihime's 'Custom Page Conditions' plugin and TheoAllen's 'Auto Variable Value' together


    I'm just a user
    I am happy to be able to express various things with such a good plugin
    Thank you very much :)
  9. seruzen said:
    View attachment 216001
    I solved it!

    I put movement restrictions on the transparent map chip

    When passing under a pole, it has to be visible behind the character.
    I solved map Y of character and pole as event page condition

    to set it up simply

    I used Tsukihime's 'Custom Page Conditions' plugin and TheoAllen's 'Auto Variable Value' together


    I'm just a user
    I am happy to be able to express various things with such a good plugin
    Thank you very much :)
    Nice!! Glad you made it!! ^^
  10. Hi!
    Great plugin, works nice.
    Is there a way to add a custom script on triggering jump?
  11. Saliacoel said:
    Hi!
    Great plugin, works nice.
    Is there a way to add a custom script on triggering jump?
    Hi there! :)
    Yes, there is. You have the plugin commands and the script calls on the help file.
    So what do you need, what do you want to do?
  12. Added compatibility patch files for MV and MZ version with the DotMoveSystem.js(Pixel Movement) plugin from unagi ootoro.

    Version 5.1.0 - 02/19/2022
    • Now if an event has the note tag <BlockJump>, you can unblock it using a tag <UnblockJump> on a comment command.
    • Add a plugin command that lets you Block/Unblock jump over an event, regardless of the event note tags and comment commands.
  13. Version 5.1.1 - 05/18/2022
    • [MZ] Fixed a bug on the coordinates argument of the plugin command “Jump to coordinates”. The type of the parameter was set to “Note” when it should be “text”. This was causing a problem when calculating the coordinates.
    • Fixed a bug that when an event is set to Block Jump, it was blocking even if the player has Through ON.
    • Fixed a bug where plugin commands to Jump were ignoring the Block Jump property on characters and tiles.
    • Need Eli Book 5.1.1 now.
  14. Hey, can you make different keys for each actor? Like Z for number one, X for number 2, etc
    And also can I put if each character who can jump/not jump? Please can you see if you can add it?
  15. MariuscoGames said:
    Hey, can you make different keys for each actor? Like Z for number one, X for number 2, etc
    And also can I put if each character who can jump/not jump? Please can you see if you can add it?
    Hi there!

    Sorry, but I will not add this to the plugin. Too specific. But perhaps I can help if you answer me these questions:

    First, why do you need it that way? Why every actor needs a different button to jump?

    When you mean each actor, do you mean when you change the party leader? Or do you mean if the player press Z the number one(party leader) on the party will jump; if the player presses X, the number two(First follower) on the party will jump; etc?

    MariuscoGames said:
    And also can I put if each character who can jump/not jump?
    - About that, you can turn ON the switch that prevents the jump(On the plugin parameters) according to the party leader.
  16. Eliaquim said:
    Hi there!

    Sorry, but I will not add this to the plugin. Too specific. But perhaps I can help if you answer me these questions:

    First, why do you need it that way? Why every actor needs a different button to jump?

    When you mean each actor, do you mean when you change the party leader? Or do you mean if the player press Z the number one(party leader) on the party will jump; if the player presses X, the number two(First follower) on the party will jump; etc?


    - About that, you can turn ON the switch that prevents the jump(On the plugin parameters) according to the party leader.
    In my game, there are two characters that have the ability to jump, but the other ones do not. And since they move one after the other, when one jumps by default they all jump to the same place together. I want partner 1 (the guide) to jump normally and partner 2 to move one square back. So that it is like this:

    ----12---- and when they jump --12------ that one is next to the other, not all huddled together.

    The one in the back only jumps to decorate and activate some events (I'll take care of the events I just need help to jump)

    I hope this answers the question... I have no idea how to program plugins so I hope you can help me!
    I did an example game here https://turbowarp.org/706460856 so you can see how I want it to work
  17. (And I sent this message accidentally ignore it)
  18. MariuscoGames said:
    In my game, there are two characters that have the ability to jump, but the other ones do not. And since they move one after the other, when one jumps by default they all jump to the same place together. I want partner 1 (the guide) to jump normally and partner 2 to move one square back. So that it is like this:

    ----12---- and when they jump --12------ that one is next to the other, not all huddled together.

    The one in the back only jumps to decorate and activate some events (I'll take care of the events I just need help to jump)

    I hope this answers the question... I have no idea how to program plugins so I hope you can help me!
    I did an example game here https://turbowarp.org/706460856 so you can see how I want it to work
    Thanks for the explanation!
    I did get what you want. But by default RPG Maker will make the followers, the other members, follow the player.

    This will also need some modifications in other aspects regardless of how the engine treats the follower relation with the party leader.

    I will try to think of a way when I had some time, but not sure if I'm willing to implement it in my plugin directly. Maybe there is an event way or I do a pach.
  19. Eliaquim said:
    Thanks for the explanation!
    I did get what you want. But by default RPG Maker will make the followers, the other members, follow the player.

    This will also need some modifications in other aspects regardless of how the engine treats the follower relation with the party leader.

    I will try to think of a way when I had some time, but not sure if I'm willing to implement it in my plugin directly. Maybe there is an event way or I do a pach.
    Thank you! Could you notify me when you do it?
  20. MariuscoGames said:
    Thank you! Could you notify me when you do it?
    Yes! I will ping you here or via PM. But it may take a while.