Quasi Movement

● ARCHIVED · READ-ONLY
Started by Quxios 657 posts Page 12 of 33 View original ↗
  1. Quasi said:
    That's odd. Sounds like my movement plugin crashed. Can you push F8 and show my your console log?



    Uncaught TypeError: Cannot read property 'toLowerCase' of undefined
    rpg_managers.js:1618 ReferenceError: qmove is not defined
    at Game_Event.eval (eval at <anonymous> (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:7058:20), <anonymous>:1:1)
    at Game_Event.Game_Character.processMoveCommand (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:7058:9)
    at Game_Event.Game_Character.updateRoutineMove (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6912:18)
    at Game_Event.Game_Character.updateStop (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6901:14)
    at Game_Event.updateStop (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:8472:41)
    at Game_Event.Game_CharacterBase.update (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6487:14)
    at Game_Event.update (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:8703:37)
    at Game_Event.update (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/plugins/YEP_EventChasePlayer.js:155:34)
    at file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6031:15
    at Array.forEach (native)


    Full log up until the crash
  2. @deathsia This might sound like an odd question, but is my Movement plugin enabled? Also The only thing I can think of from that log is the YEP_EventChasePlayer. Will it still crash if you disable that plugin?
  3. And it's me again! )) Your plugin - it is something very wonderful, but I have difficulties when connected other plugins. Really sorry.


    Two pluging by yanfly: Region RestrictionsRegion Events


    My actions:


    1. Switch On QuasiMovement


    2. Switch On both yanfly`s plugs


    Sum: Restrictions regions dont restrict, Region Events dont activates.


    An important point: after Switch On QuasiMovement plugin, I do not have random encounters (which are specified for each region in the map settings)


    Yanfly patch tested without positive results


    The problem of restricting regions i solved through your another plugin QuasiRegionLock, but Region Events and random encounters still do not work (I thought it might help).



    I use Region Events plugin to create the sounds of steps on different surfaces.


    Actually, this is not a call to action for you, but if you have time and desire to make a patch, it will be great.
  4. Ah yes. I was thinking of creating a region like event too and adding support for region maps. It will probably be released early February.
  5. Hello! Looks like your plugin has an issue with passabilities. I originally made a post here thinking I was having a general MV problem: https://www.reddit.com/r/RPGMaker/comments/42qr50/mv_a_tiles_are_taking_absolute_precedence_over_b/


    Actually, this only happens when your QuasiMovement plugin is enabled. I tried disabling every other plugin but yours and it remains the same. The bridge is not passable only when your plugin is enabled. Any idea why this is?
  6. Yeah this is because my plugin creates a collider for every tile layer. So since theres water under the bridge, water collider will take priority. I've tried messing with this before but it would just get worse when I tried using only the top layers collider per tile.


    To solve this you have to create a passable region box and over ride the tile collider with it. You can see example of that in the demo's 1st map. I believe my sample passable region was 1.
  7. Quasi said:
    @deathsia This might sound like an odd question, but is my Movement plugin enabled? Also The only thing I can think of from that log is the YEP_EventChasePlayer. Will it still crash if you disable that plugin?



    Same error and yes its on:

    Code:
    Uncaught TypeError: Cannot read property 'toLowerCase' of undefined
    rpg_managers.js:1618 ReferenceError: qmove is not defined
        at Game_Event.eval (eval at <anonymous> (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:7058:20), <anonymous>:1:1)
        at Game_Event.Game_Character.processMoveCommand (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:7058:9)
        at Game_Event.Game_Character.updateRoutineMove (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6912:18)
        at Game_Event.Game_Character.updateStop (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6901:14)
        at Game_Event.updateStop (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:8472:41)
        at Game_Event.Game_CharacterBase.update (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6487:14)
        at Game_Event.update (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:8703:37)
        at file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6031:15
        at Array.forEach (native)
        at Game_Map.updateEvents (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6030:19)
  8. Hmm I think I'll need you to send me your project so I can take a look. It seems that my Movement plugin is not running, because this line


    at Game_Event.Game_Character.updateRoutineMove (file:///C:/Users/PrincessKrystalPony/Documents/Games/Project1/js/rpg_objects.js:6912:18)


    There's should be an identical line but it should point to QuasiMovement.js instead of rpg_objects.js


    Are you using any of the .json files? If you are you can also show me those files, if they aren't formatted correct they can be crashing the plugin.
  9. How should I send it?
     and its fairly large..fair warning, I ported this over from my VX Ace project.
  10. You can try to reduce it by including only 1 map, and delete all resources that aren't used then remove all of the sounds / bgm files. Or try to recreate it in a separate project. Then send it to me through a PM
  11. Okay, I'll simply remove everything except for the map the error occurs on and send it via PM
  12. Hello Quasi, I appreciate your work, I'm use almost of them in my project =D thank you!


    Sorry for my english, it isn't my native language, so I'll try to describe a little bug


    I was update my plugins list when a I found a bug in the Region Lock Plugin, I switched off other plugins to find the specific point.


    The both version of Region Lock 1.0 and 1.01 allows any events to walk even impassable tiles. Also putting comment "<pl= #>" (from QuasiMoviment) it doesn't work, only if I put the comment <region= #>... But Idk if it's a bug, because I'd like to use the pre settings from tileset's database , not to select a specific area for events.


    And for specific bug in 1.01


    Events in the map doesn't walk, they stay in the same tiles stopped fast running
  13. So you want events to be able to walk over impassable tiles?


    My region lock plugin was just meant to lock events on that region, not make that region passable and everything else impassable. And passability levels is only to let events move on water tiles, not on impassable tiles.


    I did do an update though:


    Region Lock 1.03


    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiRegionLock.js

    • Checks if passable region before all over collision checks. This allows you to have events with through to be locking on a region.
  14. Ok, so I'm currently running into a bug with this script...


    I tried out a simple move in and out of a building...


    And when I tried to move back into the building I found that either the building's collision box or the event's collision box is preventing me from going to that event. It worked fine until I installed the script.


    What should I do to fix this?

    Capture.PNG
  15. @ImmortalAmpharos From that screenshot you can clearly see the issue. In order for events to be triggered their colliders need to be touching. In your case, the players collider and that door collider will never touch.


    You can fix this with 2 ways.


    1st, change the colliders box and lower the oy, or just change it to a 48x48 box like:


    <collider=box,48,48,0,0>




    2nd, Simply lower the oy on the event. Example:


    <oy=10>


    This will lower that event by 10 pixels. I'm not sure how much you would have to lower it to get that events collider to the bottom of the building. You can easily find out by openning the image in paint or some image editor and find out how many pixels away it is. From eye'ing it, it kind of looks like 6 pixels.
  16. @QuasiSo do I just call a plugin command for that or do I set that in the default plugin perameters?
  17. @QuasiAlso, I'm noticing a very weird mouse glitch. When I click, it moves my character about 4 blocks to the right and down from where I clicked. Do you know why this is happening? It's really weird.
  18. @ImmortalAmpharos If you haven't read the documentations or the help file you should as this isn't your normal rpg maker pixel movement.
    http://quasixi.com/quasi-movement-documentation/
     


    Both of the settings I showed you are comments that you add in the events. You can also see examples of that in the Demo.


    As for clicking, if you're doing pixel movement, it moves to your mouses location, nothing out of the ordinary. If you have the pathfind addon, the mouse click move will look a lot smoother / better.
  19. If I wanted to check whether a particular event is at particular position, what would be the best way to do it?


    For example, in the default movement system, it assumes a 48 to 1 mapping, so I could just say (0,1) to check if a character is at position (0, 1), and there's only one point that I have to check since everything is based on single-point.


    However, in a movement system that uses colliders, a character being at a specific position could mean any part of the collider is in that position, or perhaps the center of the collider is in that position, and so on.