Push F8 to see if you have any errors. And push F10 while testing to show the colliders make sure your player is on a passable area ( will be transparent ) if he's on red, then it's an issue with your tileset settings. For parallel and autorun events, I'm not sure they work fine for me.
Quasi Movement
● ARCHIVED · READ-ONLY
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no errors, all collision is fine, when I load my save file and try to move he disappears, and on new game the events dont activate after a certain part. also my game crashed after I inputted and confirmed a name for my actor, it also messes up with event movement route I had before.
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Oh yeah, you can not use this with pre existing save files. You will need to delete any existing saves as they won't load properly. What was the error when it crashed? The error inside the console, not on the window please.
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no error. also Still I started a new game and it has a few events move up, but only one of them does the others stay back.
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and after that scene it loads the player scene, then the event wont even play
Oops sorry for the double post
so in total it is messing with the events, messing up their movement routes. like for example, not having them do the walking but they turn, or just showing them disappear much faster than intended, etc and the events with two or more pages wont run. -
no error? but you said " also my game crashed after I inputted and confirmed a name for my actor"
If you're using pixel mode and still using default MV move rotues ( like move left, move right ect. ) All of those move routes are pixel based now. If you haven't please look at the documentation on how to move events easier with this plugin.
http://quasixi.com/mv/movement/#move -
well yea the game crashed there was no error, i couldnt recreate it tho so guess it was just a mess up. But whats up with the events not startingalso that links broken
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I'm not sure about events since I don't have that issue. My assumption is that you're using the default move routes, so they're doing very small steps and changing pages and it looks like it didn't change.
Link works fine for me, you can also try this one:
https://github.com/quasixi/RPG-Maker-MV/blob/master/Documentations/Movement.pdf
Just scroll down until you see the moveroute picture.
If you need more help figuring out the issue send me a PM, and if you can, recreate it with mv rtp and send me a light weight project. -
It's now having trouble with Yanfly's "YEP_PartySystem" plugin and not loading the game, saying: "cannot read property 'width' of null."
TypeError: Cannot read property 'width' of null
at Game_Map.width (rpg_objects.js:5632)
at Game_Map.updateCharacterGrid (/F:/RPG%20Maker%20Stuff/Meran%20Cape/js/plugins/QuasiMovement.js:1268)
at Game_Player.Game_CharacterBase.reloadBoxes (/F:/RPG%20Maker%20Stuff/Meran%20Cape/js/plugins/QuasiMovement.js:2019)
at Game_Player.refresh (/F:/RPG%20Maker%20Stuff/Meran%20Cape/js/plugins/QuasiMovement.js:2435)
at Game_Party.initializeBattleMembers (/F:/RPG%20Maker%20Stuff/Meran%20Cape/js/plugins/YEP_PartySystem.js:440)
at Game_Party.setupStartingMembers (/F:/RPG%20Maker%20Stuff/Meran%20Cape/js/plugins/YEP_PartySystem.js:407)
at Function.DataManager.setupNewGame (rpg_managers.js:213)
at Scene_Boot.start (rpg_scenes.js:211)
at Function.SceneManager.updateScene (rpg_managers.js:1668)
at Function.SceneManager.updateMain (rpg_managers.js:1641) -
Confirmed. Already added a patch. New version release should be in 1-3 days.
In new version I removed how I was handling water tiles, since I assumed everyone followed MV Default A1 tile format ( placing water tiles where the MV water ones were ) but that wasn't the case and was casing tiles to act like water when they weren't. So water tiles are now tagged as water with a terrain tag ( you pick which tag for low water and deep water, default 1 and 2 )
Also fixed a few bugs.
Edit: Should mention all of Danito's issues have also been resolved. -
Despite the website, this plugin really confuses me as I attempt to master it. However, the potential behind this plugin is astounding and I'm very grateful for your hard work. I hope to one day be able to understand how to use this properly and use it to make my game extraordinary.
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Yeah, I probably did a bad job trying to explain certain uses. Plus there's a bunch of extra features that I don't mention because they're for scripters to use. If you ever have any questions, feel free to ask here or through PM.
Some updates:
Movement 1.16
https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovement.js
- Changed how water tiles are determined. They are now determined by a terrain tag of your choice.
- Slightly fixed map loops for vehicles. Works fine on grid movements, but pixel based as issues detecting collisions, but it does loop now.
- Added a fix for YEP_PartySystem
https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiPathfind.js
- Small change to the pathfind calls. They now use force move route by default, this allows you to use pathfind as a chase / follow.
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Sorry if this has been asked before but is there a way to change the player collision mid-game? Normally the player sprite is 48x48 but on the world map it's 20x20.
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Currently, there's no way to do that. The closest thing you can do is change the actor to a different actor with a smaller collider, since player collider is actor based.
I'll look into adding an option to change colliders through a script call -
This plugin really saved my game. Due to the sizing of my graphics the collision was totally screwed up but now I can fine tune it nicely. I was wondering if it would be possible for you to add another feature? I was previously using SuperOrangeMOvement and it had a feature that kinda "auto avoided" obstacles. This made it feel nice when walking around because when you bumped into something your characters don't get "snagged" and sort of glide around the object as theyre walking or something like that. Unfortunately I don't think I can use both plugins at the same time. Would this be possible for you to add?? :)
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Sounds like the smart move feature ( 2 or 3 will try adjacent directions if current direction is blocked ) which has been around since the start. If smart move isn't what you mean, let me know what the difference is.
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I think he means something like You wrote.Sounds like the smart move feature ( 2 or 3 will try adjacent directions if current direction is blocked ) which has been around since the start. If smart move isn't what you mean, let me know what the difference is.
When we use a keyboard the sprite of character rests in a corner.
It wants the sprite automatically skirted this corner. Pathfinder works only with mouse or with a tought.SpoilerThe corner is not allows to move:

But if You'll make it, can You make it optionally with a switch, or with a note? Sometimes this "effect" used as an obstacle. -
Well that's pretty much was the smart move does, but it only tries to move you 1 step. So pretty much you want it to be "smarter" by mixing in pathfind to get around the edge?
Just incase anyone wondering how the current smart move looks:
( same video from first post )
You'll see it makes walking around collision maps smoother, that's with keyboard movement, and I don't get stuck on an edge very often. -
Sorry, your right the Smart Move does what I was looking for. Is there anyway to change how fast your characters move as well?
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The same way you change the characters move speed without this plugin. Use a move route and set the move speed to one of those values. You can also change it with a script call and set it to a decimal value, but I can't recall the call and I'm away from my PC so I can't check atm.