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Getting someone on a vehicle (boat)

Discussion in 'MV Support' started by Gabrielwoerkom, Jul 2, 2018.

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  1. I don't understand how I can get my party on a boat and then move it around.
    Please help.
    (See images; Current code doesn't work)

    Attached Files:

  2. #2 CT_Bolt, Jul 3, 2018
    Last edited: Jul 3, 2018
    It's easier then that unless you really want that prompt before you get on the boat.
    (I could probably write a plugin for you for that if you'd like)

    Check it out:
    Right click on a map tile in edit mode to bring up that popup menu.

    Demo: Click Here to view (cool)
  3. I want that prompt, but why don't they get on the boat?
    When code do I have to add or change to get them on the boat?
  4. #4 CT_Bolt, Jul 3, 2018
    Last edited: Jul 3, 2018
    Oh I see, ok. well in that case it's like this:

    Demo: Click Here to view (cool)

    Let me know how that works for ya. (cool)(thumbsup)

    The reason behind why this wasn't working for you:
    Vehicles aren't events. Events are separate from the vehicles. In the function that checks whether the player gets on/off a vehicle many values are "get on/off vehicle" compared to see where the vehicle location is according to such things as player, vehicle, land, water, etc.
    It will only act upon the command if the correct conditions are met.
    In your case the vehicle was not next to the player so the condition was not met and thus nothing happened.
    To correct for this I placed the vehicle in the same spot as the event that had the choice to get on the boat. Then if the player boarded the boat I erased the event.... although with this the boat will come back to the same spot when you leave the map and return to it. You would use self switches and pages to make it stay gone.

    However without a plugin this will be very difficult for you to achieve every time you want to board the boat.
    Due to the vehicle not actually containing any event page/command data.

    I still might write a plugin. (cute) If you ask reeaalll nice. lol (jk, I'm almost done with it already).

    I will be posting the new plugin on this site soon. (wink)(thumbsup)

    Let me know if this helps. I can see how it can be quite confusing. (cool)
  5. Cool, yes I do get on the boat now. However, it does not move across the tiles, I can only point it in a certain direction on the starting tile (up, down, left, right).
    Can this only be achieved with a plugin?
  6. Well you should be able to move across any "shallow water" tiles.
    It should be in Block D of Part 1 in the tileset.

    Make sure you are using the correct tile for the water in the correct location of the tileset you use is the database.
    Copied from the help file:

    1 tile is 48x48 in size, and tiles need to be grouped in the 5 types of sets, A through E, below.

    Additionally, the specifications for some tiles can change according to the contents set under [Mode] found in [Tilesets] in the database.

    Set A
    This set will be used as the lower layer when drawing the map. This set is divided further into 5 parts, with most of them being called [Autotiles], which are composed of special tiles that have their boundary lines automatically created.

    Autotiles are, as a rule, arranged in a pattern composed of 6 tiles as seen in the illustration below, making up the basic structure of the tiles.

    a) Representative Pattern (for displaying in the tile palette)
    b) Pattern with boundaries at each corner
    c) Group Pattern (refers to group of tiles with one in the center and 1 in each of the 8 directions)

    If the autotile located in the (8,8) position from the bottom-right is transparent, that autotile will be evaluated as a "forest type". If a forest tile has the bush element assigned to it, character images will not appear as half transparent in the 8 types of tiles below which includes the bottom right and bottom left boundaries.


    Part 1
    These are 768x576 in size and made up of the 5-pattern blocks as in the illustration above. Basically, tiles in this part will not have a boundary created even if they touch.
    Boats and ships can only travel through the tiles in this part. However, tiles in this tileset will no longer be able to be entered using boats and ships if the tileset is configured to allow players to walk on the tiles.

    Block A
    Autotiles used as ocean tiles. By placing 3 autotile basic patterns horizontally in a row, it is possible to animate them.

    Block B
    Autotiles used as deep ocean tiles. Boundaries for ocean tiles will be created only when tiles in this block touch tiles in part 1. Tiles in Block A will automatically complete the transparent color of this block. Just like Block A, by placing 3 autotile basic patterns horizontally in a row, it is possible to animate them. Moreover, boats cannot travel through tiles in this block.

    Block C
    Autotiles which decorate ocean tiles in Block A. Tiles in Block A will automatically complete the transparent color of this block. Additionally, boats and ships cannot travel through tiles in this block.

    Block D
    Autotiles used as water tiles. By placing 3 autotile basic patterns horizontally in a row, it is possible to animate them.

    Block E
    Used for waterfall tiles. You can create a group pattern by placing two tiles horizontally, and animate them by placing 3 vertically in a row. Additionally, boats and ships cannot travel through tiles in this block.

    I've created a plugin to help with the "prompt display".
    As well as other idea's yet to come.

    CT_Bolt's Vehicle Settings - Plugin: Click here to View
    However perhaps I could add a feature to the plugin to allow more customization of this.

    Let me know if that helps.

    Did the demo work like it should for you?
    --- Double Post Merged, Jul 3, 2018, Original Post Date: Jul 3, 2018 ---
    There are also these other plugins if you still can't get it. You could even make your own customized boat if needed.
  7. Yes, it worked :) Awesome!

    How can I make enemies appear in only parts of the map (I want different enemies on land as when sailing on water)?
    I can specify region ID when editing the settings of the whole map. But I don't know how that works exactly.
    Can't I just select a part of the map?
  8. #8 CT_Bolt, Jul 3, 2018
    Last edited: Jul 3, 2018
    Oh glad to hear it. (cool)(thumbsup)

    Sorry it took so long to reply... ended up taking a nap.

    Like this? Small Demo I made (hosted online) Play Demo: click here

    This is how you would do that:

    I've updated my vehicle settings plugin and looks like all is working properly. (cute)
    That will save you on having to use an extra event for vehicles.

    You can simply just place the vehicle where you want it and the prompt will be automatic. (cool)

    Let me know how all works out.
  9. I have added the plugin, so it appears in the program. When I play the game, it does ask the question as described in the parameter in the plugin. But for the rest, I don't know what it is supposed to do.

    Then when it comes to the encounters per region.
    I cannot even find the screen you show there.

    I'm really inexperienced with all of this.
    --- Double Post Merged, Jul 4, 2018, Original Post Date: Jul 4, 2018 ---
    I just tested your game.
    Can move around with all vehicles.
    However, I cannot land with the balloon on the island with the ship with sails. Is that supposed to be like that?
  10. #10 CT_Bolt, Jul 5, 2018
    Last edited: Jul 5, 2018
    Oh sorry forgot to mention that part.
    That menu is by right clicking the map name and clicking "edit".

    I can help more when I get home if needed.

    Yeah I'm honestly not sure why it can't land there but I think that is how it is works in MV by default the way I mapped it... really not important though... just was a quick demo map.
  11. I meant the part where you can make tiles a 1 or a 2 or whatever.
    --- Double Post Merged, Jul 5, 2018, Original Post Date: Jul 5, 2018 ---
    I honestly don't get what your plugin does.
    The only thing I see happening until now is that I get asked two questions instead of one, whenever I want to get on the boat.
    --- Double Post Merged, Jul 5, 2018 ---
    * Update. I now understand how to add 'numbers' to the tiles. You just paint them over the existing ones :)
  12. With my plugin you don't need an extra event at all. Your old event to board the ship is no longer needed as well as another vehicle prompt events.
    Now to do all the prompt just place the boat vehicle where you want it.
    That's all it is so far.
    That way you don't have to event the boat prompt every time you want to board the boat.

    Plus you won't know where you docked at so you wouldn't be able to prompt each time.

    Glad you got it figured out.
    Sooo is all solved?
  13. Well no, because I don't know how to make the plugin in work.
    Because if I leave the code as it is, then I will have two questions before hopping on the boat.
    If I remove all the code, nothing will happen, it's just an image on the map.
    If I only add the code 'Get on/off vehicle', the image moves towards the character and moves back to its original position, but for the rest, nothing happens.
    --- Double Post Merged, Jul 6, 2018, Original Post Date: Jul 6, 2018 ---
    (The movement happens on the same tile)
  14. #14 CT_Bolt, Jul 6, 2018
    Last edited: Jul 6, 2018
    See demo: Click Here to Download
    With the plugin no events at all are now needed for the prompt to get on/off vehicle.
    Just enter your question in the plugin parameters. (cool)

    Simply place the vehicles where you want them to start. (cute)

    Set the starting vehicle image in the system setting for your game:

    Right click on a map tile in edit mode to bring up that popup menu.

    As for movement:
    Still not sure what problem your having...
    Maybe seeing how my demo works will help you figure it out better.
    By default Boats and Ships can only pass through "water" tiles (Tileset Part 1 - Section D)

    Victor saints plugin (as well as a few others) has a way to customize the vehicles though using regions.

    ...let me know how it goes... hope ya get it working how you need. (hella)(thumbsup)
  15. Ah okay, I see the error. I wasn't selecting a start position.
    I was going to 'new', select an image and doing some coding (basically overcomplicating things).
  16. Yup.

    So all is solved?
  17. Yes, everything is working now.
    Thanks :)
  18. Oh glad to hear that!
    No problem, happy to help. (cute)
    Well if you think of more features you'd like added to that plugin feel free to post ideas/suggestions in the discussion thread:
    CT_Bolt's Vehicle Settings Discussion Thread - Click Here to View

    Thread now closed due to this being solved. (hella)(thumbsup)
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