@ladyshallt thanks for this report I am aware of a few issues with followers atm, I will be trying to get these issues addressed soon ^^; sorry for the delay.
@Dark_Ansem sorry but i will not be adding support for existing tile collision.. as this could cause... confusion... :( However I am looking into adding an "automatic" import collider shapes from the editor. I.E. if you have colliders predefined before installing the plugin, and are only planning to add squares for colliders... then you will e able to simply click a button in the editor... which will then read the collisions you had specified in the editor, and automatically convert them to basic square collisions.
As for now though there are some predefined shapes which can be used to make the process of re-defining the colliders quicker than manually drawing shapes. Also there is a copy paste feature, to also increase productivity as well( can be used via ctrl+c & ctrl+v ).
Finally as for disabling pixel movement, I'm not entirely sure what you mean? Events movements are still tied to grid based movement in order to prevent breaking any existing events. the only time they may break from the grid is when they collide with something? or if you use custom script calls such as the "setDestination" function.
Rosedale Collision Altering Plugin [MV & MZ]
● ARCHIVED · READ-ONLY
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However I am looking into adding an "automatic" import collider shapes from the editor. I.E. if you have colliders predefined before installing the plugin, and are only planning to add squares for colliders... then you will e able to simply click a button in the editor... which will then read the collisions you had specified in the editor, and automatically convert them to basic square collisions.
I think this is what I meant, to read the collisions as specified in the tile set and the editor.
Finally as for disabling pixel movement, I'm not entirely sure what you mean? Events movements are still tied to grid based movement in order to prevent breaking any existing events. the only time they may break from the grid is when they collide with something?
Ah ok so that's normal, because that collision can in fact change movement patterns until the map is reloaded, that's what happened when I deliberately stood in front of events. -
Oh i see sorry for misunderstanding ^^; I just don't want to enable collision in the default editor, and then in the tool as well... as it can be confusing having collisions defined in two different places.. This was what i thought you meant, my apologies. But yeah, I'll be trying to add new features once i manage to iron out the last handful of bugs I have on my list D:I think this is what I meant, to read the collisions as specified in the tile set and the editor.
Ah ok so that's normal, because that collision can in fact change movement patterns until the map is reloaded, that's what happened when I deliberately stood in front of events.
If you want to avoid the character deviating from the grid, I would highly recommend using the path find command built into the plugin, as it will ensure movement is tied to the grid, and will ensure the character reaches the exact tile destination specified. ^^; sorry for the inconvenience, but i hope this helps ? ^^ -
oh yes, thank you - does it also work for events?If you want to avoid the character deviating from the grid, I would highly recommend using the path find command built into the plugin, as it will ensure movement is tied to the grid, and will ensure the character reaches the exact tile destination specified. ^^; sorry for the inconvenience, but i hope this helps ? ^^
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it will work for any character type, the player, events, and followers even( although you can't manipulate followers in a move route, but it can be done iva script call ).
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Heya! So I love this plugin, and at this point I couldn't imagine my game without it haha. The update for follower distance was a total lifesaver and exactly what I needed, since my sprites are bigger than the RTP. My characters were nearly overlapping each other, but now I can adjust it to feel much more natural. Awesome stuff. :)
However, I do have one question. Is it possible to alter follower distance mid-game? For the most part, I want followers to keep some distance from the player, so that's taken care of. But I have a few quests where you need to lead a particular character through dangerous areas, and the protagonist tells him to "stay close," and I think it would be really cool to be able to show that on the map and change the follower distance to be shorter temporarily.
If that's not possible though, I understand! It's not totally mandatory for the story, so I can deal. But I just figured I would ask and see if there was some sort of script call I could use or something.
Either way, thanks so much for the amazing plugin! -
you can... but it was not intended to work in a dynamic way and will not persist through saves >.< but you can alter it via the following snippet
Code:Chaucer.CAP.params.followerDistance = n;
where n is the new value :) -
you can... but it was not intended to work in a dynamic way and will not persist through saves >.< but you can alter it via the following snippet
Code:Chaucer.CAP.params.followerDistance = n;
where n is the new value :)
Works like a charm! I've already got a pretty roundabout system of saving and loading things through a bunch of variables, so I'm sure I can fiddle around with that to get the follower distance value through a save.
Thank you so much! :) -
hi plugin is great i was wondering as i'm using an event spawner plugin (YEP_EventSpawner) is there a way to initialize the collider shape so that it is recognized as a collision, it seems to register the collision shape when the spawned event is set to rectangle but the actual collision shape doesn't interact with the player or other events with collisions? (got it working) just deleted the event and remade it and it works now lol thanks for the great plugins aswell having fun with them
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the easiest way without variable is to change this line or add one:Works like a charm! I've already got a pretty roundabout system of saving and loading things through a bunch of variables, so I'm sure I can fiddle around with that to get the follower distance value through a save.
Chaucer.CAP.params.followerDistance = $gameSystem._fDist;
than create a simple simple part like:
Game_System.prototype.changeFollowerDistance = function(distance) {
this._fDist = distance;
};
so you can change it this way.
if there is more involved to it, it require more changes to make it nice.
but this persist through savefiles.
scriptcall using is for changing: $gameSystem.changeFollowerDistance(n)
n being new distance.
but you might want to initialize first to distance or parameters, so that
one take first effect, if it's not defined, so you need 2 functions minimum.
but if the plugin updates, you might need to redo it, or create a plugin and
place it below it, so you have to do it once. -
any update on this?But yeah, I'll be trying to add new features once i manage to iron out the last handful of bugs I have on my list D:
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With great sadness, it was announced today on his Discord that, unfortunately, Chaucer has passed away. R.I.P @chaucer
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These are positively dreadful news - what happened?
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No freakin way. WTH!
I don't know if it said the reason but he seemed depressed for a while now so I fear the worst. -
Oh man, the last few years have been really tough on people. Many of the greatest in the RPG Maker community have passed away, this is heartbreaking news to hear. Their contributions shaped so much of what we love, and the community won’t be the same without them. RIP Chaucer.
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it's painful, could not believe my eyes, great tools, hard to fix without
the files or how it works.
he was friendly, but I think most that uses his plugins or this would
miss him a lot.
RIP Chaucer, we will miss you. -
My guy, none of that should've been said right now. No one outside of total jerks give a damn about Chaucer's plugins at this time. Everyone, regardless of whether or not they used his plugins, would be sad. And there are also his actual friends and family who miss him.great tools, hard to fix without
the files or how it works.
he was friendly, but I think most that uses his plugins or this would
miss him a lot. -
I think ShadowDragon just worded his thoughts wrong since English isn't his first language.My guy, none of that should've been said right now. No one outside of total jerks give a damn about Chaucer's plugins at this time. Everyone, regardless of whether or not they used his plugins, would be sad. And there are also his actual friends and family who miss him.
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I'm well aware. It's not the first time he's said something awkwardly. Moving on from that though . . .I think ShadowDragon just worded his thoughts wrong since English isn't his first language.
R.I.P, Chaucer. You'll be missed. -
geez thats horrible news :( only spoke to him a few times but he was always nice and helpful. R.i.p Chaucer