Quasi Movement

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Started by Quxios 657 posts Page 5 of 33 View original ↗
  1. Quasi said:
    Alright, to fix terrax you'll have to do some manual editing, since he kept a lot private so can't make a patch.

    The fix:

    Spoiler
    Fix is for version 1.1.1 other versions might have a different line number!

    Open up TerraxLighting.js with a text editor.

    Go to line 777 and you will see

    Game_CharacterBase.prototype.updateMove = function() { Now delete that whole function.

    (In version 1.1.1 it is lines 777 - 818)

    Now get the patched version of that method from here:

    https://gist.github.com/quasixi/b8061d2df1b3346a9ad7

    Copy and paste that into the area we just deleted.

    Final step. Place TerraxLighting below my Movement script in the plugin manager.
    Thanks man! Now is awesome :)

    And for fix the  weird movement the events have? Next update?
  2. I tried to make the new Quasidepths plugins misbehave but couldn't succeed! I guess it means it's working super great now! Thanks for the awesome fix Quasi! =)
  3. I've noticed the collision map allows either white or transparent space to be passable. Is that correct?
  4. Yup, I use white for special tiles like counters, bushes, damage tiles, and ladders. I also think black is also treated as passable because I believe I set transparent to pass back black, I made my own method for color checking because JS's original was very heavy and cause serious lag.

    Also I've just Updated the following:

    Quasi Movement 1.09

    > Better Random

    > Added tags to RegionBoxes, so you can make RegionBoxes act like counters, ladder, bush, and / or damage tiles.

    > Polygon Collider ( No you can not use it because I didn't add polygon x polygon collision detection )

    > Few other changes I can't recall.

    Quasi Pathfind 1.02

    > Added a few extra calls, like a grid based one, so you don't have to do some math to find out the tile coordinate.

    > Added an optimization option. This will lower accuracy on pixel based but increase performance by like 10x this will most likely be useless on grid based movement.

    Quasi Sight 1.00

    > Initial Release, if you follow my twitter, or seen any previous post, you'll know what it's about

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

    The updated demo will be in a day or two.

    Edit: Oh right you might want examples for Sight usage

    Here is a screenshot of my main testing events:

    http://i.imgur.com/FcVcWxw.png

    ( Does nothing, but with Show Sights on, you can check if they are casting properly )

    Here are screenshots for the Bat that follows when you enter its view:

    http://i.imgur.com/agrG2NP.png

    http://i.imgur.com/hY4jALu.png

    http://i.imgur.com/jpXQqVs.png

    Why did I change sight shape on page 3 to circle? I just felt it was more natural, since it's moving the poly shape will also move cause the event to lose sight event if it's right next to it.

    Also for the custom move routes, Its a simple "Follow Toward Player" on repeat. The approach Autonomous movement didn't seem to work as well.
  5. The On Event Touch for Visible Enemy Encounter works perfectly now. Thank you so much for the ninja fixes! :rock-right:

    Two things I want to know are that:

    How did you made the bat move randomly instead of standing still when it's not chasing the player (like in your line of sight video)

    and

    halt all event movement when the message box is visible?

    Also, when you wrote that you made your own method for color checking which caused lag, was that fixed?
  6. Yay ninja fixes!

    Is that still with Yanflys chase? Or is that with my sight? Example of making a chase with my sight addon is the 3 images for the bat.

    And thats backwards, I made my own color checking because the default js way caused lag. I pretty much just cached the pixel data on load, and used that data to determine the color, while default it would create pixel data every check which is okay for small checks but bad for you're checking for pixels like every frame. So there really shouldn't be any performance issues at the moment. At least none that I know of.
  7. I see. I am working with Yanfly's chase for a visible encounter system. I should go check out the sight add on since it looks like it can achieve what I need.

    Is your Sight AddOn dependent on Yanfly's Chase plugin?
  8. Nope it's completely independent. To make the actual chase you have to do some extra eventing, but you can just copy these 3 pages and work from there:

    Quasi said:
    Here are screenshots for the Bat that follows when you enter its view:

    http://i.imgur.com/agrG2NP.png

    http://i.imgur.com/hY4jALu.png

    http://i.imgur.com/jpXQqVs.png

    Why did I change sight shape on page 3 to circle? I just felt it was more natural, since it's moving the poly shape will also move cause the event to lose sight event if it's right next to it.

    Also for the custom move routes, Its a simple "Follow Toward Player" on repeat. The approach Autonomous movement didn't seem to work as well.
    I'll make a small patch to be able to stop events from moving while a msg is playing sometime tomorrow.

    Just reread your question and I had misread. I thought you asked how to make event move randomly when not chasing with yanflys. Didn't catch the "like in your line of sight video" part. But yeah in that video I'm just using my movement script and the line of sight, nothing else.
  9. Oh no, you didn't misread. I added that later on to clarify.

    The independence is nice. I don't mind the extra eventing if I can have all my systems through the same developer for convenience and stability.

    And sounds awesome about the message patch.
  10. How does this work with player touch triggered events? I tried a similar plugin but it would trigger player touch events every pixel I moved on it.
  11. Yeah this works exactly like that. You can always do some extra eventing if that's not what you want.

    Example:

    Spoiler
    px5Rzeh.png
    I set that event up so it'll only pop the msg every 48th touch.

    I've also updated the documentations ( my sites and the github pdf ) and I removed lot of the stuff from main post, since its a lot of work editing the scripts help, site + github documentation and this.
  12. Good idea
  13. Oh my god, you updated so many scripts!

    As for me, I'm trying to modify the behaviour of the zooming effect of your Depths plugins, I understand pretty well now which part of the script is actually getting the hex color from the depth map so that the character has some zoom effect, but I cannot tweak it the way I want.

    What I'm trying to do is to have the zoom change happen as soon as the player/event steps on the color area I drew on my depthmap (this is the normal behaviour), BUT I don't want the zoom to go back to normal when he comes out of it, I'd prefer the character to remain having this zoom effect until he encounters a different zoom color!

    I'm actually thinking about having the whole depths plugins behave like this and then do some testing, but of course, I'm stuck with my scripting abilities (reached 25% on codecademy JS beginner course though yaaay hahaha^^)

    If you find time to give some thoughts to this idea, I'd be super happy, otherwise, keep on working on your other plugins, you're updating like a monster scripter! Thanks a ton!
  14. Lol thanks! I managed to create most of those over the weekend. May seem quick, but like I mentioned before I had created "half functional" versions of those addons on Ace, so I mainly took 1 day to rewrite in JS then like another day to rewrite it, but better and hopefully more optimized, spent a few days adding the missing features + testing. So next massive updates might not be for awhile since I have nothing else planned for now ( actually that's a lie, I have a secret "awesome?" addon idea that I'll attempt on the weekend. )

    As for that zoom depths, I would recommend looking at the .onDepthChange() and .depth() functions so you can get an idea on how I was remembering previous depths ( used for bridges ) But for you case kind of sounds like you don't want to just keep the previous one, but all previous ones, so you'll probably use an array and push previous depths inside of it, and in the .onZoomDepthChange() check if the new zoom depth is in that array if it is, do nothing. You should probably also store just the color instead of the zoom value in case you want different colors with same zoom values if you want to go back to a zoom.

    If you want more of my thoughts on this, feel free to pm me.

    ** I also forgot to mention that my Sight script will ignore Collision Maps. You can try turning on "Convert Collision Map" option in Movement script, but depending on you collision map, that might cause serious performance issues. When I attempted it with my Q collision map, I couldn't even move once I got in range lol, this is because it created like 300+ boxes, so the script is making a shadow for 300+ boxes and checking if you're inside any of those 300+ boxes shadow. I already have a few ideas on how to fix it but I have Zero clue on how to implement a user friendly fix right now.

    In case anyones willing to share ideas, here are my thoughts:

    Spoiler
    Fix 1. Rewrite my convert collision map function, to create a polygon instead. ( Have 0 clue on how to do this right now )

    Fix 2. Make another JSON file and have you manually create the polygons, which would be an array with pixel coordinates.

    For creating the polygon you don't have  to go selecting every pixel surrounding the collision, you can do something as basic as:

    kQXEyfV.png

    * Blue dots being points I would pick.

    You might notice there's hardly any points. Will this even work? In my head I see it working perfectly, but I wouldn't know for sure until I test it.
    And also, how do you guys feel about JSON files? Should I keep using them or should I have you make them inside the js file instead? I'm planning on making another addon that can load / edit JSON files related to only my Scripts.

    Example of editing the RegionBoxes.json:

    It'll load all the current Regions into a menu as a list with "Add new Region" on bottom of list, and have a button that can delete the selected region.

    When you click on a Region you will see a list of all current boxes and a "Add new box" on bottom of the list, plus the a button to delete the selected box.

    When you click on the Box you will see all the possible options for it; width, height, ox, oy, and tag

    And that's it, simple as that.

    But I just want to know how you guys feel about them first. Maybe that addon will change your mind on them?
  15. You know my feelings about json files XD. Anyways, a good improvement could be having a keybutton or switch to disable-enable the collision/depth maps on the test.
  16. There is a way to start the region events with your plugin? If i try to do a simple step sound it didn't work...maybe i'm missing something
  17. Which region events? I haven't added that feature into my plugins and I haven't patched any yet. So I'm guessing atm, no?
  18. Quasi said:
    Which region events? I haven't added that feature into my plugins and I haven't patched any yet. So I'm guessing atm, no?
    I mean if i use yanfly region events plugin, with your movement plugin ON, it don't do the stuff is supposed to do xD this is normal or there is something not working? I'm not that much into scripting....
  19. @Gyldtrand I'm not sure, that's a pretty big script which handles its own movement. Might be too much work.

    @RogdagoR Ah yeah well that's "normal" since this script changes almost everything related to moving and collisions. So it's called a incompatibility issue, I'll look into seeing if I can make a patch sometime this week.