Map Edge Transfer

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Started by Shaz 74 posts Page 3 of 4 View original ↗
  1. Shaz said:
    Honestly,  change it.  Events all along the edge of your map will cause lag. It will be worth the effort to go back through and modif

    I was planning to do so, aye. While I haven't noticed much lag yet, I will probably end up modifying the maps later, which might mean redoing at least some of the events, and it's much easier and faster to remove the events than to make them.
  2. Rather make a new post I thought I hijack this one. This is a simple script and meant to be that way. Has anyone seen a addon to the script that offers a seamless map scroll effect? There was one back on Ace. 


    As a addon it complement this a lot :)
  3. I should've found this earlier! Pages and pages of event map transitions done only to realise I needed one script!
  4. According to Chrome, "Failed - Virus detected" is a valid excuse, was intended to be a virus? Or is Chrome being overprotective again?

    I'm sure it's the second one, I trust you.
  5. @Kricketot you need to go to the Raw version and copy/paste.  Do not try to download the .js version as Chrome will think it's an executable file.


    @Kane Hart sorry, I'm not aware of a seamless map scroll.  I think someone developed one in Ace but I don't know if it's been converted, and it would have nothing to do with this script/plugin - it has its own mechanic for advising when to show the new map.
  6. Two things. First, whenever I transfer up, the character disappears and becomes unable to move. Down, left, and right transfers all work fine, just not up. Here's a sample of my tags from one of the test maps, in case I did anything wrong there, although I have tried removing the facing and fade type tags without success.


    <tfrup: 2 this.x 29 8 2>


    <tfrdown: 3 this.x 0 2 2>


    <tfrleft: 4 29 this.y 4 2>


    <tfrright: 5 0 this.y 6 2>


    Additionally, this seems to conflict with Quasi's Movement plugin. The problem above occurs even without any other scripts active, but I decided to turn this one on primarily to see if the collision box from that plugin is still visible when transferring up, but I discovered that no map transitions work at all when it is turned on. I'm guessing that it's due to the collisions, but I don't know JavaScript well enough yet to reliably troubleshoot script conflicts (though I am trying to learn).
  7. I was wondering if an option could be put into your Map Edge Transfer. I call it "Last Room." In my game i have fall through floor events and sudden death events. Its a bit tedious making the region id's or events to transfer the player to the entrance.


    In your script, can you put in 3 parameter options. each option is the variable we choose for player.MapID, player.x, player.y storage. Just before we transfer normally by your plugin, it stores those variables. Then if a region or event is set up for us to transfer to those variables, we end up right in the exact spot on the previous map before we left it.


    With your permission, I could modify your script for just my game. But it may not have the parameter choice options as I haven't learned how to make a proper plug in yet. Nor would I post up somebody else's work as my own.


    But why stop at 3? Toss in a few extra variables or call scripts or switches parameter options. Then for those of us who have common events to occur every map edge transfer can put them in with your plugin and save tons of event space.
  8. Sounds like you want a completely different plugin as you have a totally different purpose/goal.


    You are welcome to make whatever changes you want to the plugin for your own use.
  9. Simply put. As your plugin transfers to  next map, record location. Most map edge transfer games put you in the previous room if you die. They go hand in hand. That doesn't sound like a different plugin to me. If you would call your transfer an event, it's this event that I would use to normally record my location. Having the parameter fill-ins would be simply to reduce user faq's. Perhaps in an update...until then, I must do work-arounds or learn how to script better.
  10. Sorry - the plugin works exactly as I intended it to.  I am not going to change it for specific, individual requests.  As I said, you're welcome to get someone to modify your version, or to do it yourself, but I will not be updating it to accommodate your request.
  11. no worries. I just thought it was important enough to include for public. Thanks for getting back to me so fast.
  12. @Shaz I'm noticing that when riding an airship, you can actually fly away from the map boundaries. When you approach the edge of the map (that has trleft / right / up / down, of course), the first transfer works as it should. But if you transfer to the edge of the new map, you can make an U-turn and fly off the boundaries without activating the transfer event. This only happens when using the airship, though. I wonder if it is because of the extra speed the airship provides or because the ship is airborne? Anyway, if possible, you might want to look into it. I'll upload some screenshots indicating the issue at hand...

    Here I have ridden the airship. No problems here, except for the boring map :)
    Here I have approached the edge of the map, initiating the transfer, which works well.
    Here I have entered the next map. About to make a U-turn and fly off the boundaries of the map, as is shown here.

    If I move a single tile to the left before turning around, the transfer works as expected. The bug only manifests when you turn around without leaving the edge of the map.
  13. Unfortunately the still screenshots don't really show what's going on. I'd need to know the map dimensions and see the map properties for each one.

    When you transfer, are you transferring to the very edge of the next map, or one tile in? How can you move a tile without turning around?

    The plugin is based on character movement - with just a quick glance, it looks like the character must move, then when they stop moving (which they do with each tile moved to), it does the check. If you transfer to the very edge of the map and then press the button to go in the opposite direction, which means you face the other way but don't actually move a tile, I would expect it to not transfer. I can't be sure of that, though - I'd have to put some console output to confirm how often it gets called.
  14. Hmm, that's weird. I was about to make a debug project for uploading to demonstrate the problem, but I couldn't reproduce the issue. It might be an incompatibility with another plugin. The project I took those screenshots from contains maps of 50x50 tiles. I use the following notetags on the maps to transfer:

    <tfrup: 118 this.x 49>
    <tfrdown: 150 this.x 0>
    <tfrleft: 133 49 this.y>
    <tfrright: 135 0 this.y>

    So I enter the edgemost tile on the new map. The transfers work when not riding a vehicle at all, or when using ships or boats, but not with the airship (they work if I leave the edge, but not when turning around at the edge, as I already mentioned). If you need any console input, just tell, and I'd be happy to oblige.

    But it seems like I have to go over my plugin list once again and check for any incompatibilites. The fact that this did not occur on my new debug project means that either my dimensions of 50x50 against the debug's 25x25 cause the error (very unlikely) or that I have some errors with my plugins.

    Sorry to bother you :)
  15. That's okay. Let me know what you find out. If you can make it happen again I can certainly do some testing to see if I can replicate it. Strange that it's only in the airship ...
  16. After some plugin tweaking I think I have found the culprit. @Yanfly has this plugin called Region Restrictions, and its' expansion called Vehicle Region Restrictions seems to make this occur. After disabling the plugin YEP_X_VehicleRestrict.js, the problem no longer occurs. I'll inform him on his own bug report thread.
  17. It may not be a bug with Yanfly's plugin - could just be an incompatibility issue. Try to disable my plugin and see if you can find any issues with just Yanfly's enabled (granted, you'll have to find another way to test, as you'll lose the automatic transfer). I'm not sure why there'd be an incompatibility though, as my plugin doesn't use regions at all, and it sounds like Yanfly's does. Do you have region ids on any of the tiles you're landing on?
  18. Alright, with my little testing period, it seems that when Yanfly's plugins are enabled, it is indeed possible to fly off the boundaries of the map. One way to remedy this would be to set a region id that doesn't allow airships entering and paint the borders of the map with it, but it feels so... counterintuitive.

    As for your questions, no, I don't use any region ID's on the tiles. My game is still ways off from the point where I should start adding them to the maps. Lately, I've just been creating a huge world map for my game, and when checking tile consistency between maps (so I won't be transferring into water or other obstacles).
  19. Another awesome plugin to ease our development! =) Could you please explain how I can get the map id? I only see the names in the GUI.
  20. In the middle of the status bar at the bottom - you'll see 012:Map Name (map size)

    The 012 is the map id, but you don't use leading zeros.

    You can also see it at the top of the window when you open the Map Properties.