[SCRIPTING] [RMVX ACE] HOW CAN I FIX SOME ISSUES THAT THE VICTOR ENGINE MOVING PLATFORMS SCRIPT IS CAUSING?

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I've been trying to implement the Victor Engine Moving Platform script (v1.03) from here: https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/moving-platform/ into my game.

It required that I also install the Victor Engine Basic Module script (v1.35) and Pixel Movement script (v1.10), which I did from these links:
https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/basic-module/
https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/pixel-movement/

I mainly want it to allow for some timed bridge-crossing puzzles in my first dungeon. I had implemented it successfully and tested it in the room I wanted to use it in, and the side-effect where if the player walked over a water tile they would fall in and respawn where they were on land seemed to also work as intended in previously made rooms.

The issue that I'm having with this Moving Platform script is that it isn't allowing me to use the doors in my rooms anymore. They're set up as events covering the wall that you trigger with the action button, but pressing the action button on the doors while these three scripts are active gives no response. I removed the scripts and they worked again, so it's clear that the scripts are causing some kind of conflict. Does anyone else have any experience with using these scripts? I'm hoping that any solutions won't require a complete change in how I've set up my action button event triggers so far.
pianotm
The TM is for Totally Magical.
32388
I really have some issues with Victor Sant scripts overall. I'm no scripter, but I dabble. I tried to see what was up here. The Youtube video for the script demonstration gave me a bit of pause. When it says that passable tiles placed over a voided tile is safe to walk on, it says that events cannot be recognized as passable, even if you set them to be walked on. So I looked at the script itself to see if I could find what it was talking about, and look at what I found in the instructions.

This Stupid Script
# Additional instructions:
#
# No matter what you setup on the event page settings, the following values
# will be always set as follow:
# - Platform priority is always bellow player
# - Platform are always through
# - Platform event trigger is always player touch
# - Platform move frequency is always 5 (the max)


Whoops! If I'm reading this right (and I might not be; English isn't Victor's first language), all of your events are now platforms and there's nothing you can do about it, but it looks like you should still be able to trigger a transfer. SO, from the looks of it, you're not going to be able to make an event trigger with an action button, such as your action activated doors. If you want your doors to work, they're all going to have to be set to player touch.
Marrend
Guardian of the Description Thread
21806
The way I'm reading those instructions, it literally doesn't matter what you do to the event-page, the script forces events to be triggered On Hero Touch. Though, if it does work by setting it to On Hero Touch, fine.

Unless you can specify in some way what events are "platforms", and what events are not "platforms"? Like, with GTBS (which is built from/with Victor Engine), you can name an event "place" to be able to have a hero placement in that location, or "actor1" to specify that the actor in party position 1 is in that location (or something like that), and what-not. So, my thought is that it there might be similar functionality here.
Man, that's too bad about the events only being triggered via player touch, because having events that trigger through action button presses is pretty important for my game already. I'm not super well-versed in the more technical uses of scripts, but is there a way to have scripts become active and inactive in different maps? Because if it was only for the area I need it in, that might be a decent solution for this problem.

Another option I thought of was simply dropping the moving platform part of the Moving Platform script and keeping the common event where tiles tagged as water would have the player fall in and respawn like the script has them do. If I just had that work reliably, I might not need the events-to-platforms part of the script at all.
pianotm
The TM is for Totally Magical.
32388
That's determined how the script is written. It was probably easier for Victor to write so that it just usurped all events, but really, whether or not an event is affected by the script really needs to be determined by comment tags. For a script to create a function by suppressing another is really bad design, imo.

Looking at that demonstration, you could probably accomplish all of these effects with events, but it would be a shit ton of work.
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