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Messages - Scriptguy32

1
That doesn't seem very nice of them.
I don't know both sides of the story though, so I won't judge.
2
It's a lot easier to enable. Just call "wrap_map" from within an event and the map starts wrapping the map. It just doesn't wrap events, though, which is a problem.

Oh yeah, I remember seeing that. It didn't look to have anything going for it besides a docker container so I didn't bother to use it. The people who made it seemed pretty ok but you probably have a rational reason to be bitter towards them.
3
I've been using a fork of mkxp (https://github.com/elizagamedev/mkxp-oneshot (yea i know it's meant for some other game but it's got some useful stuff that works for my purposes as i'm making a meta puzzle adventure game)) for a while now that has it built in, and it doesn't have anything to support event wrapping, only just the tilemap. I kinda got used to having it for a while and presumed it was built in, sorry.
It's physically inside the tilemap too, which means there doesn't have to multiple tilemaps to get map wrapping to work, which is pretty nice.
Anyway, whoever made it didn't implement event mirroring, and I can't get it to work myself when I have tried.
4
I tried taking a crack at this myself, but couldn't really get it to work. I'm having difficulty figuring out where to "mirror" event sprites in a efficient manner. I figured I should ask here for help.
5
RMXP Script Database / Re: [XP] Lagless Path Finder
July 06, 2021, 12:21:44 am
Tysm!  I didn't realize that passable did that. :^_^':
6
RMXP Script Database / Re: [XP] Lagless Path Finder
July 05, 2021, 08:36:06 pm
Thanks!
Here's just a quick thing I whipped up in a default project to demonstrate.
In this setup the player will get stuck trying to navigate through the plant.
(Edit: No idea why the images won't display properly. Here they are anyway.)
https://imgur.com/a/leRSyFe
https://imgur.com/a/Gw4GljV

7
RMXP Script Database / Re: [XP] Lagless Path Finder
July 04, 2021, 07:20:49 pm
I've found a problem with this script. It works amazingly in most cases, however if you have a tile that is passable in at least one direction, but not all four, sometimes when pathfinding it's possible for events to get stuck trying to move into a tile that is not passable in a certain direction.

I've got a lot of these types of tiles, mainly for decoration (bar stools you can move behind but but not through them, for example) and a lot of my NPCs get stuck.

There even seems to be a check in place for this, as the script DOES account for direction. (See lines 395 and 407.)

passable = char.passable?(key[0], key[1], dir[0]*2)

I don't really understand how this script works, so I have no idea how to fix this...
8
Welcome! / Hi!
July 04, 2021, 06:23:10 am
I'm a scripter who wants to upload his scripts for other people to use.  8)