Orange "Move Character To"

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Started by Hudell 69 posts Page 1 of 4 View original ↗

  1. Orange - Move Character To 1.0
    Hudell





    Introduction
    This plugin adds a plugin command and a script call that you can use to move the player or an NPC to a specific position on the map, regardless of route

    How to Use
    First of all, activate the plugin on your plugin manager.
    When you want to move an NPC, Create a new Move Route and add the following script call to it:
     


    this.setDestination(x, y);


    Make sure to replace x and y by the x and y position you want to move the character to.
    You can add several destinations on the same move route and the character will go to all of them in order. Example:
     


    this.setDestination(10, 10);
    this.setDestination(10, 15);
    this.setDestination(15, 15);
    this.setDestination(15, 10);


    Make sure to add those lines as 4 separate script calls, because if you don't, the character will go straight to the last position.
    If you check the "Repeat" option of the move route, this event should now walk in a square route. If you stay on it's way, it will automatically walk around you.


    Also check this other plugin that should make this one faster.

    Plugin
    Get it from here

    License
    Free for any game.
     
  2. How do I add this to MV?
  3. Milennin said:
    How do I add this to MV?
    Download the file and save it on the folder js/plugins of your project. Then, on MV, open the plugin manager and double click on an empty item.

    Choose "OrangeMoveCharacterTo" on the list and press OK. Close the plugin manager and the plugin will be added.
  4. But it only links me to a page with the plugin's text, it doesn't have a download?
  5. Milennin said:
    But it only links me to a page with the plugin's text, it doesn't have a download?
    You can press Ctrl+S and chrome / firefox will let you save that plugin file.
  6. Lol, got it. :D I'm so slow... :(
  7. I've tried this out and can confirm that it works as intended.  That multiple line for different destinations is extremely useful.  I did, though, have to be sure to insert a 'Wait' command after it that would last the duration of the walk, otherwise whatever the next command is will happen more or less immediately e.g. some dialogue.

    Anyway, nice little plug in.  Thanks.
  8. ksjp17 said:
    I've tried this out and can confirm that it works as intended.  That multiple line for different destinations is extremely useful.  I did, though, have to be sure to insert a 'Wait' command after it that would last the duration of the walk, otherwise whatever the next command is will happen more or less immediately e.g. some dialogue.

    Anyway, nice little plug in.  Thanks.
    Fixed it :)
  9. Nice.

    Two things.  First, although I have no problem moving NPCs around, I cannot get the player to move.  I'm using the revised version and the plugin command I'm using is

    ORANGEMOVETO 0 6 7

    Second, could I suggest another tweak?  When the sprite gets to its destination it is facing whatever direction it was moving in.  Obviously one will often want it to be facing a specific direction which may be different.  Would there be a way of specifying the direction to face at the end of the command?  Or maybe a second line?

    Thanks.
  10. ksjp17 said:
    Nice.

    Two things.  First, although I have no problem moving NPCs around, I cannot get the player to move.  I'm using the revised version and the plugin command I'm using is

    ORANGEMOVETO 0 6 7

    Second, could I suggest another tweak?  When the sprite gets to its destination it is facing whatever direction it was moving in.  Obviously one will often want it to be facing a specific direction which may be different.  Would there be a way of specifying the direction to face at the end of the command?  Or maybe a second line?

    Thanks.
    Fixed the problem and added the new feature. When using the plugin command, you just need to write the new direction at the end of the command (the direction number works too):

    Code:
    ORANGEMOVETO -1 15 20 left
  11. So fast!

    Thank you once again.
  12. Is there any compatibility issue with Yanfly's Core Engine plugin?

    The plugin doesn't seem to work when YE_CoreEngine is turned on. It just doesn't do anything and if I turn on wait for completion, the game just gets stuck permanently.

    Thanks for the awesome plugin btw :D
  13. I've been using it with Yanfly's core engine, and I've not experienced this problem, though I've been using the plugin command, and judging by your remark about turning on wait for completion, it might be that you are using the script version inside the set movement route.  Have you tried the plugin command option?  That should show if it's an incompatibility issue somewhere.
  14. <original message deleted>

    Oops! No, it didn't work.

    If it's working for you, does this mean there's something else that's breaking mine?
  15. Nekonron said:
    Yeah, you're right. It works with plugin command.

    Thanks! :D
    Did you have any other move route set before using the script call?

    I did some basic testing with Yanfly engine here and it worked OK.

    I'll check it better tomorrow.
  16. Hudell said:
    Did you have any other move route set before using the script call?

    I did some basic testing with Yanfly engine here and it worked OK.

    I'll check it better tomorrow.
    I noticed you had updated the plugin, so I've redownloaded it. Now everything is working, even the script command so all is good :)
  17. Will this recognize and use the CHange SPeed command if used prior to this?  Sometimes I want a character to walk, other times I may want them to "run"... Also, I assume you added a wait, but can you make it optional (if it's not already)?  This way I can have two commands one after the other for different NPCs/characters, thus in theory allowing them both to move at the same time...

    [EDIT]

    So I downloaded it and tried it...  One thing, when updating the script, you should also update the help... does the script call accept the same parameters as the command, including the direction?  I assume as much, and tried it, but the "DOWN" appeared to just remove the character from the screen...  I'll keep trying it...  Overall it's useful, but not quite 100% there...
  18. wizaerd said:
    Will this recognize and use the CHange SPeed command if used prior to this?  Sometimes I want a character to walk, other times I may want them to "run"... Also, I assume you added a wait, but can you make it optional (if it's not already)?  This way I can have two commands one after the other for different NPCs/characters, thus in theory allowing them both to move at the same time...

    [EDIT]

    So I downloaded it and tried it...  One thing, when updating the script, you should also update the help... does the script call accept the same parameters as the command, including the direction?  I assume as much, and tried it, but the "DOWN" appeared to just remove the character from the screen...  I'll keep trying it...  Overall it's useful, but not quite 100% there...
    It will recognize the change speed command.

    The script call accepts only the direction number (2 for down, 4 for left, 6 for right, 8 for up);

    I forgot to update the help this time, will do that now!
  19. Thanx...  Sure makes cutscenes much, much easier...
  20. I have another query, sorry about this.

    In Ace it was possible to move a sprite or the player for part of a tile, not just a whole tile.  So the script call would be, for example, to move to 7.5, 4

    This had the effect of moving the sprite just half a tile, and is something that I used a lot for various purposes.

    However, when I try and do something similar, using the plug in command  ORANGEMOVETO -1 7.5 4 nothing happens.

    Is it possible to do this with a move to command in MV?

    Thanks.