Again, idk how it affects approaching events from the sides too. Maybe there could be an option to toggle the ability to pass through events from the bottom or not in event notes. Moving an event that is set to height(4) on top of an event set to height(2) will put it 4 blocks high over the first event, 6 total from the ground level.Īnyway, this is just what I have found out in my testings and figured I'd share if it's something that needs to be handled or not. Just keep all the platform events set to the same height and they'll stack upward on the same tile. It's a lot like how the ladder is made in the demo with using in notes. Hypothetically, you could manipulate elevation even further with events in key points on the map like this. Maybe you could do something like simulate a geyser that shoots up steam which can push your ships elevation up with invisible events to a higher ground. With this function, you can stack events on top of each other and essentially create an elevator with it. It made me wonder - Is there a way to turn that off without killing the ability to climb onto an event from the side? But I also noticed that you are able to climb up from underneath when an event platform is a block higher in front of you, thus popping you up through the event. I like how you are able to fly up to a platform that is within elevation range and it allows you to climb/ascend onto it. I was messing with navigation around event platforms. It's your friendly neighborhood Fyobro here again to talk more about airship mechanics in Update 0.4.4.2įirst of all, I want to say I love that an optional gliding mechanic is back! So, thanks for that among other things. setValue(-1,4) but no combination work in plugins and all spam errors in console. I did get it working in movement route only with $gameMap.event(this._eventId).targetElevation(-1, 4) or blendElevation or. I tried and I've tried var and variables but yanfly plugincommand doesn't like them no matter what you do and it doesn't even work with yanfly pluginswitchvariables. But right now I probably would have to make a chain of map id into each bird event into their individual plugin calls to get it working. Using trigger(0,1) to make it start combat when reaching the right height. To make event 106 descend when chasing and the same call in movement route to gain height which I'll probably make a random height script for it. I've been using this in updateChaseMovementĬallPluginCommand('mv3d elevation -1 4') I've been trying to make a flying bird enemy and it sorta works editing yanfly chase events and yanfly scriptcallplugincommand but is there a better way to obtain the current event id in movement route and plugins or even better script, I tried many word combinations of this._RELATIVE_BLEND(e.blendElevation, t, i) but I have no idea how to script and couldn't get it to work. Take care and good luck, it’s very promising. Well I hope feedbacks/reports like these can help for future iterations. (Like in ol’Doom when circling around enemies.) Now that I think about it, it’s true that a compatibility with GALV’s plugins like the one to have sprites on diagonals would look better when the camera rotates because you could see more (8) sides of rotating sprites or when turning around em. Lights on events can randomly break as well, one event would have a light and if you copy/paste the exact same event somewhere else. I just found out that if the plugin is turned OFF by default and you want to only turn some maps in 3D, very often the render is totally broken if you come on that map from another one (simple transfer), it’s fine when setting a starting point on that map but if you transfer from idk for example a 2D map, and the destination is a 3D map with an “autorun event” having the plugin command to turn the 3D ON, most of the time it fails to properly render the scene (sometimes you’ll have a little chunk of what’s supposed to be around you, sometime not a single polygon and only events floating in the void), I found a way to “solve” the problem by WAITING between commands (especially the one to turn 3D ON) like for example 5 frames between each command in the list, to let it “breath” apparently. But yeah considering the plugin is under construction it’s totally fine to have other priorities, my feedbacks are more “to add on a list” just in case. I don’t know if all those MV3D issues are “minor” but to be honest right now it would be unusable in many scenarios, like on a touch device or with a mouse (when in first person view at least) also “accessibility” is a big deal today so the lack of key remapping in the option menu is super serious for some people. Worst case scenario you use his plugins and if he comes back you can get the license you need. Yes Khas said he would “retire” just after his lighting/fog plugin.
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