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Yanfly Movement Core Issue

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Naterkix

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I am so bad at this... Another issues from me...

So, I'm wanting to use the Yanfly Move Core to have a character walk up to the player (using "Move to: player" so it won't matter which of a number of locations that play can be at) and then have a message pop up. No matter what I've tried (Crash/Avoid move to: Player, Step toward: Player, setting self switches in/outside the movement route, wait for completion on/off, skip if can't move on/off...) it always seems to get in an unbreakable repeat of walking at the player or doesn't work right. It'll work if I make the character doing the talking to be able to pass through things but then it disappears into the player's character, which isn't what I need/want. I can't seem to find anywhere anyone else was having this issue, so, here I am.
Again.

Any help'd be great. Then maybe I can go a few days without something messing me up. Maybe.
 

CT_Bolt

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I am so bad at this... Another issues from me...

So, I'm wanting to use the Yanfly Move Core to have a character walk up to the player (using "Move to: player" so it won't matter which of a number of locations that play can be at) and then have a message pop up. No matter what I've tried (Crash/Avoid move to: Player, Step toward: Player, setting self switches in/outside the movement route, wait for completion on/off, skip if can't move on/off...) it always seems to get in an unbreakable repeat of walking at the player or doesn't work right. It'll work if I make the character doing the talking to be able to pass through things but then it disappears into the player's character, which isn't what I need/want. I can't seem to find anywhere anyone else was having this issue, so, here I am.
Again.

Any help'd be great. Then maybe I can go a few days without something messing me up. Maybe.
Like this? Made a demo for you: click here to view (cute)(icecream)

Please let me know how it goes & if you have any questions. (cool)
 

Naterkix

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That's kinda close but I meant more of a switch being turned on and the next time you go to a certain map and step on a particular tile, a character walks up to the player character and a dialog box opens. Using the Autonomous Movement box doesn't seem to work the way I want since it needs to happen automatically instead of the player happening to run into the event. Setting it to autorun just shows the textbox immediately before the moving character has a chance to get anywhere close to the player.

The idea was mostly to save time by having all the possible steppable tiles to start the event being the same but for something like this it may just need to have each tile's event be slightly different to have the talking character go to where the player is. The Movement Core will still simplify doing it that way
 
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CT_Bolt

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That's kinda close but I meant more of a switch being turned on and the next time you go to a certain map and step on a particular tile, a character walks up to the player character and a dialog box opens. Using the Autonomous Movement box doesn't seem to work the way I want since it needs to happen automatically instead of the player happening to run into the event. Setting it to autorun just shows the textbox immediately before the moving character has a chance to get anywhere close to the player.

The idea was mostly to save time by having all the possible steppable tiles to start the event being the same but for something like this it may just need to have each tile's event be slightly different to have the talking character go to where the player is. The Movement Core will still simplify doing it that way
Almost done... but I have a question...
Option A: Player is to be stopped on the tile while the NPC walks up to them?
...or...
Option B: Player is able to move around and get "chased" by NPC until caught?

Edit:
Tada! I went with Option A. (cool)
New Demo: Click Here to Download (cute)

Let me know how it goes...
 
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Naterkix

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It would be option A. It was basically me trying to figure out a way to have a "person talks to player"-style cutscene but being able to do so without needing to precisely map out movements and being able to have it start from different possible locations while being able to copy/paste one event to the various possible "starting tile" (rather than programming exact movements for each individual "start point").

In the end, it's a time saving thing I thought was gonna be easy. But (along with art and music) my lack of coding knowledge ended up just making things take longer. I had to stick entirely to what was built-into RPG Maker 3DS and now shifting to this makes me want to try things since it can be edited so much. Even though that was the reason I first did the 3DS version. I will say that, so far, most of the community is rather helpful and nice, so that's pretty neat.

Hmm. My tendency to ramble has surfaced again.
 

CT_Bolt

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It would be option A. It was basically me trying to figure out a way to have a "person talks to player"-style cutscene but being able to do so without needing to precisely map out movements and being able to have it start from different possible locations while being able to copy/paste one event tve you o the various possible "starting tile" (rather than programming exact movements for each individual "start point").

In the end, it's a time saving thing I thought was gonna be easy. But (along with art and music) my lack of coding knowledge ended up just making things take longer. I had to stick entirely to what was built-into RPG Maker 3DS and now shifting to this makes me want to try things since it can be edited so much. Even though that was the reason I first did the 3DS version. I will say that, so far, most of the community is rather helpful and nice, so that's pretty neat.

Hmm. My tendency to ramble has surfaced again.
Have you checked out the new demo I made? (posted above) Works great for me. (cool)
 
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Naterkix

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I don't want the player to be able to move until after the other character walks up to them and the dialog and everything is finished. Basically "step on start tile; player can't move-> NPC walks up-> dialog and whatever else-> event over; player can move".
 

CT_Bolt

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I don't want the player to be able to move until after the other character walks up to them and the dialog and everything is finished. Basically "step on start tile; player can't move-> NPC walks up-> dialog and whatever else-> event over; player can move".
Yup, I know. (cool)
That's exactly what I've done in the demo I made ("dangerous to go alone" demo, not the "tag" demo).
Check out the demo I made. (icecream)

Demo Summary:
Old man walks up to you once you hit the tile in front of the cave and gives the player a sword.
(Only Happens After Talking to Old Lady)
Player cannot move until after the old man walks up from where ever he happens to be & gives you the sword.Players Movement is stopped & returned using Yanfly's Stop Map Movement Plugin

Have you checked that demo out? Does it work for you as needed?
 
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Naterkix

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Okay, yeah, that worked. I had to get the Stop Map Movement plugin to make it work but it does now. Thanks a lot.
 

CT_Bolt

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Okay, yeah, that worked. I had to get the Stop Map Movement plugin to make it work but it does now. Thanks a lot.
No problem. (cute) Happy to help out. (icecream)

Problem solved. Thread closed. (cool)(thumbsup)
 
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