TSR_Mirror

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Started by TSR 142 posts Page 5 of 8 View original ↗
  1. @ShadowDragon
    I don't mind, you can post the link to that other plugin. :cutesmile:
    I'll post my new version tonight.
    Regards :rock-right:
  2. lar said:
    but you said there is another one that would do the trick? Which one are you talking about?
    as TSR dont mind, this is the other one I refered too: [KC_Mirrors] as it play
    nicely with visustella plugins, it require 2 plugins in order to make it work,
    which you can read on the thread.

    but if TSR_Mirror plugin works nicely through it, use this one instead =)
    as I have no clue how exactly the other one work, but it's up to you.
  3. TSR said:
    Hello @lar
    Since it was simple, I just made the change so it will do what you want. I will release the next version this evening (going to work right now....)

    Regards.


    True that have don't have much time on my hand, but actually it was a less than 5 min edit ;)
    Wonderful! Thank you so much!

    ShadowDragon said:
    as TSR dont mind, this is the other one I refered too: [KC_Mirrors] as it play
    nicely with visustella plugins, it require 2 plugins in order to make it work,
    which you can read on the thread.

    but if TSR_Mirror plugin works nicely through it, use this one instead =)
    as I have no clue how exactly the other one work, but it's up to you.
    Thank you too! Very kind of you two!
  4. As discussed earlier, here you go:

    • You can now use a scriptcall to change the reflection sprite of player, followers and events.
    Changing a character reflection sprite
    Code:
     *  CHANGING REFLECTION SPRITE:
     *          If for whatever reason you want to change a character
     *          reflection sprite to another character sprite, you can
     *          use the following scriptcall:
     *
     *          character.setReflectionChar([character sheet, character index]);
     *
     *              *replace character by either:
     *                  $gamePlayer  //for the player
     *                  $gamePlayer.followers().follower(index) //for a follower
     *                  $gameMap.event(evenId)  //for a map event
     * 
     *          Example:
     *              $gamePlayer.setReflectionChar(['Actors1', 3]);
     *
     *              This call will change the player reflection sprite to
     *              the character at index 3 on character sheet 'Actors1'
     *             
     *                  *note that the arguments are inside an array so
     *                   don't forget the square brackets. The name of
     *                   the character sheet must be inside quotes.
     *
     *          
     *          To revert back to the original sprite, set the method to false:
     * 
     *               $gamePlayer.setReflectionChar(false);
     *          
     *          This will set the player reflection sprite back to the original
     *          setting in the database.
     *
     *

    Regards :rock-right:
  5. Works like a charm, thank you!
  6. Hi there, first of all thanks for the new plugin!
    New Version seems to have the same bug as before, so only player is reflecting and not followers, maybe you can figure out why. Best wishes!

    Edit: Also when i go into menu and back, mirroring is completly gone :(

    Edit Edit: It is something with VisuMZ Core Engine, so nvm. I´ll try to find out what it is
  7. Hi TSR! Let me start by thanking you for a great plugin. It has been quite useful, not to mention very easy to use compared to similar mirror plugins!

    I'm experiencing a smaller annoyance with incorrect reflection offset when two mirrors are next to each other though. As you can see in the attached screendumps the 'full' reflection of the Player is visible on both images - even though the Player is standing farther away from the mirror in the second image. Is there any way to fix this?
    I hope the the explanation makes sense, and that the the screendumps helps visualize the problem.

    Have a lovely day!
  8. Hello @julbob. Thank you for your comments and thanks for reporting that.
    The first tiles to the left, right and bottom of a mirror are also "part" of the mirror area. That way, the reflection walk into the mirror from the outside instead of just appearing inside the mirror.

    I might take a look back at the code to see if I can do something about that whenever I have time.
    But in the mean time I recommand to put at least 2 tiles in between two mirror areas.

    Regards :rock-right:
  9. TSR said:
    Hello @julbob. Thank you for your comments and thanks for reporting that.
    The first tiles to the left, right and bottom of a mirror are also "part" of the mirror area. That way, the reflection walk into the mirror from the outside instead of just appearing inside the mirror.

    I might take a look back at the code to see if I can do something about that whenever I have time.
    But in the mean time I recommand to put at least 2 tiles in between two mirror areas.

    Regards :rock-right:
    Hi again!

    Thanks for the reply - that makes totally sense.
    Looking forward to see if anything can be done though. Maybe allowing some kind of overlapping? :)

    Best regards!
  10. Hi y'all
    Unfortunately it seems, I'm making here some mistakes :(
    As you can see, it's creating here two different mirrors and I can't explain why. I've also my settings in here... Please, what do I do wrong? xD
    I only want the little mirror above, I don't know why it creates two.

    1671483030493.png1671483114041.png
  11. @Suuyasha from the parameters, you use all and floors both region
    to be 1 (which isn't really recommended), either the terrain tag 1.

    for walls use either region or terrain tags (avoid both).
    for floors, same thing, avoid using both unless needed.

    floor and wall region 1 reflect both, but I cannot explain why
    the reflection on the floor isn't mirrored (which I think the offset Y -50
    which is pushed 50pixels lower.

    so if you want just mirror on the floor, set wall mirrors to 0 or different region.

    use region above 100 to be save if you need region 1-99.
  12. ShadowDragon said:
    @Suuyasha from the parameters, you use all and floors both region
    to be 1 (which isn't really recommended), either the terrain tag 1.

    for walls use either region or terrain tags (avoid both).
    for floors, same thing, avoid using both unless needed.

    floor and wall region 1 reflect both, but I cannot explain why
    the reflection on the floor isn't mirrored (which I think the offset Y -50
    which is pushed 50pixels lower.

    so if you want just mirror on the floor, set wall mirrors to 0 or different region.

    use region above 100 to be save if you need region 1-99.
    Hey :) Thank you a very lot for your help!
    With Region ID 254 and 255 it worked smoothly, I wasn't able to delete the other parameters (Terrain Tags) in the first place and thought it would not bother... but well :) Now it works smoothly!
  13. removing id's from parameter is to set them to 0 if not using.
    but if you dont use region 1-100 you can use them too.

    but 1-100 are mostly reserved for lightning plugin (khas by *10, other by *1)
    for heights, as some use that too.

    but I'm glad you got it to work nicely.

    Good luck with your project.
  14. Hello friends, it's me again.

    Unfortunatelly, I ran into pretty big frame rate-drops and I have absolutely no clue why. I have set up the plugin only with Region IDs, set these on the map - worked. Then I went into another map, where I use Region Id's too, but not the one's I've selected for the mirror plugin.

    So I guessed it's cause of the Region Id's -> I changed everything to Terrain Tags because I don't use them really much. Even created new Tilesets for the specific maps I want to have mirrored floors and walls. But unfortunatelly, as soon as I go to other maps, there's the big frame drop again.

    Might you please help me cause I have to say, I like the plugin a lot <3 Thank you very much
  15. you can use region and tile tags, but combining for the same purpose
    is not recommend, as region 244 wall, and tiletag 2 on wall (on region)
    can cause errors, seperate maps should work.

    why it drops the frame rate is kinda unknown for me, but can you show
    the plugin data manager to take a deeper look if it could conflict to
    another plugin?
  16. My bad I maybe didn't explain good enough. I firstly tried using the Region Id part for walls and floors. As soon as I have seen that it causes frame drops, I changed everything to Terrain Tags ;) I didn't mix them tho ;)

    I use many Yanfly-Plugins plus the following ones:
    1672441657142.png

    EDIT: I have turned them off, just to check if there is somewhere another plugin which does the problem. (list above) - nothing changed, still frame dropping. :-/
  17. I understanded that you changed from region to terrain tags,
    but while I use regions and dont have any problems on my end.

    so I'm unable to replicate the effect you have.

    if it's somehow causing a region frame drop, than @TSR need to have
    a look, because I cannot help you any further though.

    please have patient on his reply as new year is coming, and he is also
    a bit busy, so wait 1-3 days for his reply :)
  18. Thank you for your reply :) I didnt find the problem yet but found another way to show what I wanted to achieve (even not in a way which is planned but still :) )
    But I wanted to report cause maybe another person will run into a problem like this and I wanted to tell in here tho.
    I thank you a lot for your patient and your kindness. And wish y'all a happy new year :)
  19. Hello @Suuyasha, sorry for the late response.

    I can't reproduce this bug on my side, so I can't offer much help. I'm not using MV, but @ShadowDragon does, and he should be able to reproduce the bug, but apparently, he can't neither.

    Suuyasha said:
    EDIT: I have turned them off, just to check if there is somewhere another plugin which does the problem. (list above) - nothing changed, still frame dropping. :-/
    You tested with all your others plugins turned off, but does the lag happen in a blank project with only my plugin installed?

    I use my plugin extensively and I'm pretty draconian about frame rate, so this is certaintly something I would have noticed. If the bug does happen on your side, even in a blank project, I would be like to be informed, so I can dig further.

    Thanks,
    regards.
    TSR
  20. In a new project, it works perfectly. And the Yanfly plugins I have turned ON / OFF too - no changes tho.

    So it has to be something on my maps I guess (like too many events or something).
    But I apprecheated you reacted and I am thankfull for your help :)
    As said, I have found another way at the moment, so you don't have to waste your time ^^°