Alright think I found the 2nd possible reason. Try using this version of the Movement
https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovement.js
It's an early release of the next update, it might be even more unstable. I believe I fixed the error this time, if the error is still around would you mind sending me the files?
This version changed some of the collider classes and removed the Convert Collision Map ( getting it ready for the polygon collision map data )
Quasi Movement
● ARCHIVED · READ-ONLY
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I ran the deployment twice just to make sure and the problem is gone now. Thanks for the quick fix! :)
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Alright sorry for kind of late update.
https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovement.js
I decided to add in the "change Collision Map" function into the main script. I just rewrote the original method to accept file names.
Also changed .isMoving() function and should probably be able to check if the character is moving in pixel movement, so this should add some compatibility with other scripts.
I was going to do a lot more stuff but I decided against it since it might have taken me a couple of weeks.
Anyways! To change a Collision Map or Region Map:
As for the lighting plugin stuff. I have stopped working on it for now. Having too much trouble with the sprites since I was planning on using multiple masks but can't do that in pixi, I was able to merge all the images I wanted to use as a mask but other stuff happened.SpoilerChange Collision Map / Region Map
$gameMap.loadCollisionmap("filename");
For Regionmap:
Code:$gameMap.loadRegionmap("filename");
Filename: Set to the new collision / region map you want to load ( don't add the extension ) Should be wrapped with quotes.
* Will replace current one.
So for now I'll continue working on my ABS plus any other fixes / features you guys ask for my Movement. -
I really want to get this to work for my commercial project (would be talking to you about purchasing the script a little further into development)... but I just can't get it to work.
It literally breaks my game and freezes it when loading a game, I must terminate the process in order to relaunch the game.
When I try to start a new game, I get the following error log:
TypeError: Cannot read property 'actor' of undefined
at Game_Player.Game_CharacterBase.notes (QuasiMovement.js:1414)
at Game_Player.Game_CharacterBase.setupCollider (QuasiMovement.js:1990)
at Game_Player.Game_CharacterBase.collider (QuasiMovement.js:1981)
at Game_Player.collider (QuasiMovement.js:2695)
at Game_Player.Game_CharacterBase.reloadBoxes (QuasiMovement.js:1973)
at Game_Player.Game_CharacterBase.reloadBoxes (QuasiSight.js:375)
at Game_Map.reloadAllBoxes (QuasiMovement.js:932)
at Game_Map.setup (QuasiMovement.js:918)
at Game_Player.performTransfer (rpg_objects.js:7446)
at Scene_Map.onMapLoaded (rpg_scenes.js:378)
I am at a loss as to how to fix the problem... I've even tried disabling all of my other plugins, placing this at various locations on the plugin list. Cant get it to work, though I did get the collision maps to work (according to the red overlays before the game crashes).
I have the compatibility patches as well. -
Hmm, is this after you did something? like a map transfer? Or does it just crash on startup? And are all the plugins up to date? If you don't mind can you send me the data folder and js folder so I can take a closer look.
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Fixed, thanks Quasi!
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Hey Quasi (and the others!)
I've just tried the changing CM scriptcall, and I got this error:
ReferenceError "nameofthefile" is not defined
Anybody else has had such results?
edit: Nevermind, I just need to add some " " around the filename... xD -
Alright Leo's error has been fixed hopefully. The updated version will be released in a couple of days.
@basicleader ops! That was my fault forgot to say it needs quotes around the file name , sorry! lol -
Hello Quasi!!
First of all... sorry for my bad english, it isn't native.
I'm really appreciating all your plugins and use almost of them (and looking for use all lol :D )
I was editing some manual route in a map event and found a little bug.
Let see how I'll explain:
If add two or tree same movements (like "move left") and disable the option "Repeat", sometimes it won't works and sometimes it makes only one move... So I disable your add-on (Movement Plus) and the bug persists. Also I disable the main Quasi Moviment, and now the route in event works correctly... -
Well if you are using the move left command in pixel mode that means the character will only move a few pixels to the left, not a whole grid space. In the documentation you can find more information on moving character easier in pixel movement:
http://quasixi.com/mv/movement/#move -
Thank you Quasi... I'm going to test here now
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Thank you Quasi... I'm going to test here now
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hello Quasi, first let me thank you for this wonderful plugin.
I've been testing it a little and i found some kind of bug (or is it just me?):
Whenever i try to dash i can't do it while i'm moving. For it to work i have to stop moving, then press shift and then move again this way i'll dash but this led to other error; if i'm dashing already and release shift button, then the player keeps dashing o_O
Tested in the demo with 1.10 version and its working properly in there. But in a clan project with the 1.11 version this problem arises.
Is that a bug? or an option of config am i missing womewhere? -
Thanks! And it's most likely a bug, since from 1.10 to 1.11 I did change the method to check if the character is moving and I probably used the wrong when to check dashing. 1.12 will most likely be released today I changed some more methods to add more compatibility with other plugins and added a few extra jump methods. Plus that dash fix.
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Just dropping by to say the way you handled collision by using 4-dir passability settings is a stroke of genius.
Sadly, the plugin is causing some pretty serious slowdown on my end, opening and closing the menu is laggy, saving takes half a minute, and after a battle or two on a larger map, the water autotile starts desynching.
Not sure if it may be on my end. -
I just tested and I only seem to have those lags on large maps ( over 100 x 100 ) current version also breaks if you have maps over ( around 170 x 170 ) I think the lag is from the collider sprites, so it might only be an issue during play testing. I'll try to see if I can clear up the lag in 1.12 but I'm not sure how to yet.
Edit: Think I've managed to fix the lags, there's only 1 lag that's caused when a character takes the first step on a large map and I'm not sure what's causing this.
Edit: Updates are out!
Movement 1.12
https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovement.js
> Added extra jump functions ( will add info in docs later today )
> Dashing is fixed
> Changed a bit of functions to add compatibility with other scripts ( this.canPass is back to grid based and renamed old to this.canPixelPass )
> Lowered save file size by storing collision / regions maps in QuasiMovement instead of Game_Map
> Lowered save file size by storing character and tile grids in QuasiMovement instead of Game_Map
> Reduced some lag from map load / menu opening / saving when you're on a large map.
> Fixed the map limit size, can have larger then 170x170 now
Since some of the functions were renamed you will have to update this these as well:
Pathfind 1.03
https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiPathfind.js
> Renamed all the this.canPass to this.canPixelPass
-- Can't remember if I had to fix another addon, but if you find one not working correct feel free to let me know.
Movement Plus 1.03
https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovementPlus.js
> Added Adjust jump parameter, checks if your jump location is passable, if not it will adjust to a passable location
> Added two functions. $gameMap.globalLock() and $gameMap.globalUnlock() which locks / unlocks all events on the map.
> Dash fix -
yay! updated it and now it's working properly.
Thank you very much :) -
The lag issues are pretty much gone on my end. Beautifully done.
I am getting a new error though.
TypeError "Cannot read property '27' of undefined
Would you mind if I upload a small test project because I'm not completely sure what's triggering it.
Additional question because I don't seem to be finding how to do it. Is it possible to set up a couple events so they don't trigger smart move? Perhaps as a event note?
Also how does the Diagonal Speed parameter work? None of the values I input seem to be doing a thing. What input does it take in exactly?
Ladders are still not working.
Lastly, I was considering ways to streamline collision maps so they don't have to be made for each individual map. What you did with the passability settings is beautiful, but I'm genuinely curious — would it be possible to implement it by making tilesets have a suffixed' additional tileset that'd serve as it's collision map? Just curious on the technical side of it. Would that possibly cause performance issues?
Sorry for bothering you and thank you for your time. Great work you're doing here, man. -
Sure feel free to send it over through pm and I'll look at it as soon as I can.
Events shouldn't be triggering smart move at all. I made it so smart move only applies on actors. If it's applying for a certain move type let me know, I may have forgotten to add the if statement to it.
And I just looked at diagonal speed and looks like you are right, I didn't even use it in the plugin lol. Surprised that was never mentioned.
So the 2nd tileset would be like a tileset full of just collision masks that are linked to the 1st tileset? performance wise it probably wouldn't be noticeable until you get to like maps larger then 100x100 then you'll have some visible delays on map loads. But wouldn't it be easier to just create a collision map instead? you can make the tileset completely passable so there will be no collision boxes, then create a collision map that has all the collision data?
You could also create region boxes, since region boxes take priority over tiles.
For ladders I was trying to fix that but I was having problems since some tiles take more then 1 box, so if you placed a ladder on a wall, that tile would have both colliders and well the wall tile isn't passable so ladders don't work.
A way around this is to use region boxes with the <ladder> tag
Example:
Spoiler{ "2": [ { "width": 48, "height": 48, "ox": 0, "oy": 0, "tag": "<ladder>" } ]}
Region 2 is now a 48 x 48 box that's treated as a ladder. -
Thanks, I'll send it soon.It happens on some, but not all teleports and only started appearing with this one.
EDIT: Attached it to this post after all due to PMs not allowing attachments. Apologies for that. The test project should demonstrate the crash if you trigger the events on both maps. Also I think it shows how the forests are registered as water.
Ah, no, events moving around and hitting corners doesn't trick it. What I meant was if it'd be possible to have some events (like NPC's) ignore the smartmove altogether? As it is now, on some settings (like half-tile movement), trying to talk with NPC's gets a bit slippery. It's a minor nitpick though.Events shouldn't be triggering smart move at all. I made it so smart move only applies on actors. If it's applying for a certain move type let me know, I may have forgotten to add the if statement to it.
This honestly threw me off as well. Just figured I kept doing something wrong, heh. Slightly slower diagonal speed makes it feel more accurate imho, so I'm genuinely surprised nobody tried it yet.And I just looked at diagonal speed and looks like you are right, I didn't even use it in the plugin lol. Surprised that was never mentioned.
I was honestly mostly considering it as means of both saving time by not having to make an additional picture for every map, and mostly to save space. If you have a big game, the additional collision maps will quickly stack up and increase the size, but with just secondary tilesets, the size would be much smaller.So the 2nd tileset would be like a tileset full of just collision masks that are linked to the 1st tileset? performance wise it probably wouldn't be noticeable until you get to like maps larger then 100x100 then you'll have some visible delays on map loads. But wouldn't it be easier to just create a collision map instead? you can make the tileset completely passable so there will be no collision boxes, then create a collision map that has all the collision data?
But I suppose in 2015, I shouldn't really have to worry about additional download sizes, should I?
Region boxes are a very elegant solution though, I must say. I'll use the <ladder> tag, thanks for the suggestion. I wasn't sure if the intention was to have both work or just one.
Another question: I'm curious how the plugin detects which tiles are and aren't water? As it is now, it seems it only registers "bush" tiles as water
Thank you for your time, once again!
Project3.zip