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Plugin Port Request: Batch Event Collision and Collision Checking

Chaucer

Towns Guard
Xy$
0.00
Cool, let me know how it works, If it doesn't work for you either please let me kno, if that's the case it'll be something on my end ._. I haven't heard anything back from monkey so I'm not sure if he got his to work ><;
 

Bizarre Monkey

I SHALL BE GLORIOUS!
Apologies I didn't get back to you sooner, I had a lot going on Yesterday!

It's good that Hotfire Legend will also be testing it, the behaviors seem to still not be working correctly at my end. The event runs regardless of if the collision is met. I'm checking batch against batch.

If his experience is similar, then it may mean it is something on your end. Looking through the other plugins I have installed, nothing would really conflict or should cause this kind of behavior.

I'll show a screenshot of what I'm doing just to ensure I'm not anything terribly wrong.


Here's how the shotgun works in action. The bullets of which are batch 2.

The player to batch condition still works fine. Batch to batch isn't, though. :o
 

Chaucer

Towns Guard
Xy$
0.00
Hmm, out of curiousity, are the other checks working correctly? is it only batch : batch checks that are getting read wrong? or is it all types of checks still, I'l going to try one more time to see if I can get the same result as you, also, when your bullets "disappear", how are the being removed? are you just hiding the event's character sprite, or using erase event, or changing the page.

edit: found the issue, I'll have it fixed shortly
 
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Bizarre Monkey

I SHALL BE GLORIOUS!
The "this event" check, regardless of it's position in the conditional, returns this.

That's been tested against players, event id x's and batches.

Batch to event id x also exhibits the same behaviour as batch to batch.

Curiously, player to batch and player to event id x work fine.

The above type error shows this in console, hopefully this will help someway.
 
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Chaucer

Towns Guard
Xy$
0.00
Try this, I didn't mess with the -1 for self targeting events, but all other checks should work perfectly now, I'll resolve the self events tomorrow let me know if this works before I go tho XD and to verify, check the help file, version should be 1.05
 
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Bizarre Monkey

I SHALL BE GLORIOUS!
Um. Well, she stopped hurting herself, but now the inverse is happening, in that, even for player to batch, checks are always 'false', regardless on actual collision.

Before she was able to hit the player, just she was keen on hitting herself until time would allow.

Still though, this is how progress is made! Also I gotta say the way they've incorporated Java scripting into this engine seems to be for the solely sadistic purpose of making it as difficult to manipulate as possible.
 

Chaucer

Towns Guard
Xy$
0.00
Hmm, I rlly can't replicate any of these issues, I'm sorry. Anyway you could you upload a small project with the scripts you use and the calls in place giving you the errors, you don't need to add in extra graphics, just a blank MV project with only necessary files to keep download size to a minimum, If I can see whats happening myself I'm sure I can resolve it.

edit: I attempted one more thing, before you make a example project try this, if the problem still persists, plz link a download.
 
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Type error: undefined is not a function.



EDIT: Give me a min I'll sort out this code lol
EDIT2: Ok, I don't know how the intricacies of this code is done, but I sorted out the indentation and some syntax errors which should make debugging a lot easier. However though, it is just not doing anything now.
 

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Chaucer

Towns Guard
Xy$
0.00
lol this is really weird, Not sure why it's not working xD but I can't fix it till tomorrow, I'll get to the bottom of it then.
[doublepost=1450447136,1450157856][/doublepost]OK! sorry for the wait, I ran a lot of tests, and debugged everything the best I could, In the end, I rewrote a essentially every part of this script, and it's now functioning properly!
I wasn't able to add a comment check, apologies, however I was able to add something to prevent certain events from being processed, info in the help file. let me know if theres any other issues~

Good luck, and hope this helps, sorry it took so long to get it completed.
 
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Bizarre Monkey

I SHALL BE GLORIOUS!
Apologies for the delayed response, have had a lot to do lately.

Now, don't take that as anything meaningful, I'm going to make a duplicate of the project, delete all other custom scripts and see if it works on its own.

Okay nope, just disabled all scripts outside of ET_Mapkey, same behavior.
 

Chaucer

Towns Guard
Xy$
0.00
how did you get this message?
was it just having it plugged in? or when you call
JavaScript:
$gameMap._events[ID].setSkipCheck(true/false)
when does this error show up, as soon as you load into the game? or does it happen when the event specified is over another event, where was this code called from.
 

Bizarre Monkey

I SHALL BE GLORIOUS!
The error shows up when checking for a collision.

I'm still using the original condition code to check for collisions.

$gameMap.isCollision([24],[2])
This also occurs when I change [24] to 41 (event id).

I'll at some point get a demo set up, MV makes just supplying a simple sample demo really obnoxious.
 

Chaucer

Towns Guard
Xy$
0.00
OK, that's really strange I'm scratching my head here, I think a demo is needed, because in my projects(both a blank and one with scripts) this is working perfectly,(except a bug I forgot to fix), which I'll be updating now, are you calling this from another event? or a common event? even with common event it seems fine for me, sorry :( can't fix it till I get a demo, as I can't replicate this.
 

Bizarre Monkey

I SHALL BE GLORIOUS!
Another event, common events wouldn't really work for this.

I'm not sure how quickly I'll be able to get a demo project up but I'll do what I can.
 

Chaucer

Towns Guard
Xy$
0.00
whenever you can, just upload a blank project(please remove unnecessary rtp files ^^; thnks, actually you can just delete all image files as I can just copy paste them from another project to make download time as quick as possible) no need to compile it, just put the game project folder into a zip, so I can still access everything inside the editor, just make sure that the project has the events setup however it is that's giving you the error,.
 

Chaucer

Towns Guard
Xy$
0.00
Found the issue already xP lol, the problem here isn't what I thought, the problem is whenever you delete an event on the map editor, it doesn't drop the event id, of the highest event like in previous rpg makers, I'll have a fix in about an hour, when I get to my pc.~
and I'll add in the fix for erased events as well, I was waiting for the demo so I could fix it all at once.

Edit: problem should be fixed now, unfortunately I wasn't able to keep the -1 for self targeting events, please let me know if theres any more issues.
 
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Bizarre Monkey

I SHALL BE GLORIOUS!
Good news!

Batch collisions work now.

Or do up until you go above the number 9.
Also collisions with '0' (player event) no longer trigger, that's kind of important, sorry. D:

I don't mind the no more 'this event' thing as I essentially never use it anyway. But I'll need player collisions with batches.

I can work around the no-double-digit batch thing. In fact being forced to stress on that possibility has given me quite a brain blast.
 
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Chaucer

Towns Guard
Xy$
0.00
Fixed & fixed, dunno how I forgot to check for the player x.x; this is turning out to be the most difficult script I've ever had to write lol, the way you setup batch events slightly has changed, just check the help file, but you should be able to go past single digits without any issue now. let me know how that works.
 

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Bizarre Monkey

I SHALL BE GLORIOUS!
Houston, I think we have a problem.

Hahaha! Sorry about all the hassle this is turning out to be. I super appreciate the effort you're going to.

Edit: NEVERMIND I'M AN IDIOT WHO CAN'T READ.

Edit 2: Adding the greater and less thans as directed still doesn't help prevent the behavuour shown in the image. (I assume that was what changed instruction wise.)
 
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