Rosedale Collision Altering Plugin [MV & MZ]

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Started by chaucer 340 posts Page 13 of 17 View original ↗
  1. chaucer said:
    For your first issue, sorry I will have this fixed in the next version! I will try to have it out asap after this message is posted... so check for an update within an hour or so and it should be fixed >.<; sorry for the inconvenience!

    For your second issue, this occurs because currently, I do not ray cast for collisions, while I COULD do this i wanted this plugin to be as performant as possible.. but I suppose, I can add an option to improve collision accuracy by using raycasts to prevent scenarios such as this, however, it will most probably be at a slight performance hit( not much though, but really, really, low end pc's may notice this ).

    As for the third issue! This has been added!! I have added region restrictions to the plugin, but it will also be improved in the future :) So keep an eye out if it's not suitable for your needs.

    The last one was a suggestion rather than an issue, but I'm glad it got added, this will pimp the ride fosho :D

    Thanks for the great work and plugin
  2. Well, I come up with this method for this event instead. I hope it won't lag if I have more than one
    event. 1727116318306.png1727116305849.png1727116125223.png
  3. for the the double post. I don't know how to remove this post.
  4. I'm assuming your using some kind of zoom plugin o__o; cause those hitboxes are super off xDD or is this a bug report?

    EDIT: also for a more performant event... you could.. run another conditional branch around ALL of these other conditional branches, that checks if variable X is the direction of the event in question...
    JavaScript:
    $gameMap.event( ID ).direction() != $gameVariable.value( X )
    then at the VERY end of this conditional branch, set variable x to the direction of event ID.
    JavaScript:
    $gameVariable.setValue( $gameMap.event( ID ).direction() )

    and that will ONLY run the code, when the direction of the event changes!

    But evenn without this, I beleive the code should be very fast already as it's not really doing a whole lot. ^^;
  5. Minor request: Could you make the region restrictions also have a terrain tag restrictions option too?
  6. also, slippery regions arent working still, neither HIME_TriggerLabels.
    somehow, it is always true when on the event which is false.

    when in front, it should work. as this has a very specific trigger event when in front.
    if required, I can give you the setup for testing :)
  7. ShadowDragon said:
    also, slippery regions arent working still, neither HIME_TriggerLabels.
    somehow, it is always true when on the event which is false.

    when in front, it should work. as this has a very specific trigger event when in front.
    if required, I can give you the setup for testing :)


    I did not add support for Hime_TriggerLabels ^^; I simply added it to my todo list for now

    As for slippery regions, hmm... are you using any other plugins which may overwrite this? may i see your setup in the plugin parameters?

    AquaEcho said:
    Minor request: Could you make the region restrictions also have a terrain tag restrictions option too?

    I can look into this ^^; it shouldn't be too difficult
  8. chaucer said:
    I can look into this ^^; it shouldn't be too difficult
    It shouldn't be, it's just a change of code from $gameMap.regionId to $gameMap.terrainTag
    I edited Yanfly Region Restrictions to work with terrain tags that way.
  9. AquaEcho said:
    It shouldn't be, it's just a change of code from $gameMap.regionId to $gameMap.terrainTag
    I edited Yanfly Region Restrictions to work with terrain tags that way.
    Yeah, sorry if that came out wrong, I was stating that it wouldn't be that hard, technically all i gotta do is copy the function that checks regions, and replace the region id check with the terrain tag check lol, it is indeed a simple task xD just it might take me a bit to get to, as my bug reports/feature requests/compatibility patch requests are quite large, but I did make some decent progress on it last week ^^;
  10. Thank you! The update was successful!
    By the way, I was told that it was compatible with TSR mirror, but when I installed it, it looked like it had split into two parts.
    The current version of TSR mirror is 1.4.0, but is this not compatible?
    (The TSR mirror is installed below.)
  11. chaucer said:
    As for slippery regions, hmm... are you using any other plugins which may overwrite this? may i see your setup in the plugin parameters?

    Here is the simple region setup
    rgnSetup.jpg

    Settings used at this point
    testSettings.jpg
    and Plugin List as not all is used in this map
    tempList.jpg

    there might be plugin removed, and added as most of my own.
    SRD_SlipDamaged is also region based as I need this for my HUD so this one is
    crucial, so there are plugins reguired, but noting to slippery so far I see it.
  12. kakatototo said:
    Thank you! The update was successful!
    By the way, I was told that it was compatible with TSR mirror, but when I installed it, it looked like it had split into two parts.
    The current version of TSR mirror is 1.4.0, but is this not compatible?
    (The TSR mirror is installed below.)

    So... I've done a lot of updates since then. and I'm sure TSR has as well ^^; I'll need to take another look into this again D: lol

    @ShadowDragon

    the values you are using seem a bit high... it'd be hard to notice any sliding at all with them.. try lowering the values( this is why i allow for 4 decimal places ^^; something like 0.02 may be a bit more noticable. if that still doesn't work I may need to ask you to pm me a demo project, as In all my testing it works for me :(

    Also wait what version of the plugin are you using, the latest is 1.13.1(or 1.13.2 I dont remember exactly... sorry lol too many updates last few days D: ). There should be a traction AND a friction value not just a traction value.. this seems like a version before 1.12.X( I think, that's where i added the improved settinngs for slippery regions... )
  13. Thank you. I'm looking forward to it.

    I also have one more request about the collision tool.

    1. I'd like to be able to work in a full-screen window.

    2. I'm currently creating a 1920x1920 map with Parallax Mapping. If I try to set this with the collision tool, I have to set each 48x48 one by one.

    If I could use the par tab (or create a new all tab?)
    to display the entire image that's currently open and set the collision for that image, my work would be much more efficient.

    I know you're busy, but I'd appreciate your consideration.
  14. so... firstly, about this new request..

    fullscreen is being worked on, and will be available in the next patch.

    second... this ones not as easy. because of the way colliders are handled in the editor, they all need to be in a 48x48 cell... it's unfortunate... but for right now... this won't be added, I DO plan to add this in the future.... allowing to draw directly to a parallax map... but for right now... this is a HUUUGE undertaking...

    I apologize....
  15. chaucer said:
    Also wait what version of the plugin are you using, the latest is 1.13.1(or 1.13.2 I dont remember exactly...
    using 1.13.2 as you can see in the plugin list.
    but as the plugin allow 0 to 1, I though 0.4000 could work.
    I try lower it 0.0200 to see what happens.

    Edit:
    I try with 0.0025 and friction of 0.0050
    and 1 with , 0.0050 and 0.0025 for stopping, but there is a bug on it.

    when walking and stopping works, but if you use 2 regions (maybe 1 too) and
    you turn around, it shoots with high speed, specially with dashing (which I have on 2).
    on Ice slippery that works awesome just speed up instead of slow down before walking
    or slip to the opposite direction.

    if you know Summon Night - Swordcraft Story 2, there is a slippery part, but this also
    slide continues more, so I need more testing to get around the same effect of that.

    but lower values definitely helps, specially below 100 to make it noticeble better and
    make it work better :)
  16. Thank you! I'm looking forward to future updates!

    There's one more thing I'd like to request in the next update.
    I'd like a dialog to warn me when I exit without saving.
    All the collision I spent so much time setting up has disappeared...
  17. @kakatototo consider it done Q.Q so sorry...

    @ShadowDragon

    About gaining traction to quickly, if I'm guessing from your screenshot you provided with the regions you setup, if the player reaches the end of the slippery region, his traction becomes normal again. in which case, when you turn around, and move back onto the traction modified region, you will have started the move with full speed, as you started on a normal tile, so when you enter the traction region, you will keep the momentum. if I am wrong here, let me know but I've quite thoroughly tested this and couldn't replicate it other than in the situation mentioned.
  18. Is it just me or does the new chaseTarget function not work (in MV)? The event just doesn't move at all. I wanted to test it out.
    1727290831459.png
  19. hmm.... thanks for the report, I'll look into this I might have broken path finding... again... for like the hundredth time Q__Q sorry, I'll look into it asap, that should definitely be working, by chance, the event is not completely blocked off from the player right?
  20. I started moving on the slippery tile and move back and forth, I might got out
    before turning back, but I can send a gif for the result if needed as it's easy
    to replicate.

    edit:
    most reconizeable on 2 regions only with different tranction and friction.
    0.0050 tranction, 0.0025 friction (region 1)
    0.0075 tranction, 0.0050 friction (region 2)

    from region 1 to 2 and when you turn around, it has high speed.
    best replicateable with dashing (this time on 1 in the parameters.

    so it seems, 2 regions next to each other doesn't play nicely.
    1 region works correctly.