Orange "Move Character To"

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Started by Hudell 69 posts Page 2 of 4 View original ↗
  1. ksjp17 said:
    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.
    Hmmm, you could do that even without a pixel movement script?


    The pathfinding is tile based, so it won't find the path to the middle of the tile, but I can add an additional processing to do those extra steps.
  2. Yes, without a pixel movement script. It is a standard script call in Ace.

    If you could add this it would be wonderful. It would add a big increase in versatility.

    Thanks
  3. So it's just a little thing, really, but for me it's a big pet peeve...  plugins or scripts that do not update their documentation.  The setDestination script call takes an optional third parameter that specifies the direction to leave the character facing, and is specified as a number.  What are those numbers? The plugin command also takes a third parameter, I do not know if it is a number or not, but it too specifies direction.  Would you please update the script so it includes this in the Help so that when we refer back to it, it's there?  As well as any other changes you may have made?
  4. wizaerd said:
    So it's just a little thing, really, but for me it's a big pet peeve...  plugins or scripts that do not update their documentation.  The setDestination script call takes an optional third parameter that specifies the direction to leave the character facing, and is specified as a number.  What are those numbers? The plugin command also takes a third parameter, I do not know if it is a number or not, but it too specifies direction.  Would you please update the script so it includes this in the Help so that when we refer back to it, it's there?  As well as any other changes you may have made?
    But.. it is updated :X
    Well, added the direction numbers now. I use these direction numbers so much that I forgot that non-scripters don't usually deal with them.
  5. Hudell said:
    Hmmm, you could do that even without a pixel movement script?

    The pathfinding is tile based, so it won't find the path to the middle of the tile, but I can add an additional processing to do those extra steps.
    No fair, you cheated... heh heh heh... I had just downloaded it before leaving my message.  Like 5 minutes ago.  COmparing what I just downloaded to what you have there right now, they're different...  lol... Plus GitHub shows it modified 4 minutes ago.  Either way, it's done.  Thank you.   :D
  6. wizaerd said:
    No fair, you cheated... heh heh heh... I had just downloaded it before leaving my message.  Like 5 minutes ago.  COmparing what I just downloaded to what you have there right now, they're different...  lol... Plus GitHub shows it modified 4 minutes ago.  Either way, it's done.  Thank you.   :D
    GitHub shows what was changed :p
  7. I have hit a strange problem.

    I have a cut scene.  One NPC is moved from where he is to another point using this plugin command (copy/pasted from game so there can be no chance of making or correcting a typo)

    ORANGEMOVETO 5 10 6

    During the cut scene he moves to another part of the room.  I then want to move him back to where he was.  I copy/paste the command which has worked (and which always works) and I repeatedly get this error message

    Syntax Error

    Unexpected identifier

    I have no idea what to do now.  It's the same event (id 5) moving to the same coordinates (10 6) so I don't see what it's getting at.
  8. Did you add any new plugin recently?

    Specially plugins that deal with routes or mouse movement could be causing some kind of incompatibility.
  9. Added your Region Collisions and the new AnimatedSVEnemies - but that shouldn't affect out of battle maps, I would have thought.  However, I'll disable both, try again and edit this post with the verdict.

    EDIT

    Makes no difference - which is logical, because if it were an incompatibility issue, it would knock out the first instance of that command.
  10. Is there any additional info on the console window?
  11. Here's the console reading.  Sorry for the delay - Photobucket decided to throw a tantrum.

    console%20reading_zpsx7yhx4if.png
  12. You're using the "Script" command. The right command to use with that syntax is the "Plugin Command"
  13. So what is the real difference between calling the script demand versus the plugin command? Just out of curiosity. As a developer myself, I'm more comfortable with calling script functions as opposed to commands...
  14. wizaerd said:
    So what is the real difference between calling the script demand versus the plugin command? Just out of curiosity. As a developer myself, I'm more comfortable with calling script functions as opposed to commands...
    The plugin commands are translated into script calls, so you can use whichever you prefer.
  15. Now I'm deeply confused.  According to the header, the script call is

    this.setDestination(x, y)

    The plugin command is

    ORANGEMOVETO character x y

    The plugin command I used (as per my earlier post) is

    ORANGEMOVETO 5 10 6

    so how is this now a script call?  And because it is copy/pasted from an earlier part of the cutscene, where it works, I cannot see why things should be different now.

    EDIT

    I'm an idiot, and not for the first time.

    Immediately before that command is a script call.  It could be that I've mistranslated the old Ruby format into JS - and therefore it is that which the engine is rejecting.

    Back to the drawing board on that one, and my apologies for wasting your time.
  16. Besides the partial steps at the end, anybody think there is any feature missing on this plugin?
  17. Playing out a move route with jumping as opposed to walking?  Combining walking and jumping in a single call?
  18. Made some big changes to this plugin!

    There are a lot of new plugin commands available, in a different format. Some examples:

    move event 10 to position 15 20 and face leftmove player to event 5move event 7 to player and followclear player pathclear event 7 pathand a new script call, that works from inside move routes:
    Code:
    this.setCharacterDestination(eventId, follow);
    This will make the character follow the specified event (or the player if you use eventId = -1). If you pass follow = false, the stalker will stop once it reaches the event. If you pass follow = true, it will keep stalking until you call the following line:
    Code:
    this.clearDestination();
    I also made the partial steps feature, so that you can make events walk half of a tile at the end of the route. You just need to specify a float position for the event and it'll do it.And now there's also a param: failedMovementDelay.

    When the character tries to go somewhere but it's blocked, it will wait a few frames before trying again. Without this param, the character would try again in every frame and this could cause some big lag issues.
  19. Anybody using this plugin should also check this other one out. It will make the process of generating routes much faster.

    Even if you don't use move character to, the game still generates routes everytime you move using the mouse, so that plugin is very handy :)
  20. Awesome plugin but when my event reach the destination I need do something so would be nice the plug in trigger a switch or even a common event.