f0tz!baerchen Pixel Movement
#11
Got it! The code you point out in this lat post is for the caterpillar which is turned off already, but since you said the config section is at the bottom i looked around and messed with these numbers here..

# The shift of the player in x direction
$pixelmovement.player_shift_x = -12

which let me change how close and far they get to each other, Y is giving me a problem but i'll continue to mess with the numbers.
If anything i will get back to you again, much thanks for the help friend ^^

E-Okay i was testing this out more and i see that changing the shift means i can close in less from one side but i can pass right through the other (right side) of the character..

Got it.
The answer lay in here, i did not need to change the other numbers.
Just a bit more tweaking.

# Size of Player Event:
-------> $pixelmovement.player_size = [37, 18] <--------

# The shift of the player in x direction
$pixelmovement.player_shift_x = 0

# The shift of the player in y direction
$pixelmovement.player_shift_y = 0

# Correction of the Event Sizes:
$pixelmovement.event_size_add = 0

The guy may have set this script up in a strange way, but people looking to use smaller sprites can't complain now.
Hopefully i wont need to call on you anymore DerVVulfman, i know you have other things to do, again i appreciate your help, after a bit more testing i will add this script as the standard for using the small tyke template on xp.
Reply }
#12
Shift_X and Shift_Y shift the graphic. They're for centering the collision area on the middle of the sprite's feet/bottom/whatever.

game_party_actors (the class that handles the caterpillars) have -no- collision at all. They don't need to, since they'll only step where the player has stepped. In other words, they're entirely unaffected by any of the event settings, since they're not events.

Also this is like right at the bloody top:
Code:
#-------------------------------------------------------------------------------
#
# Importance:
# This script has many more features than only Pixelmovement. Information for
# the options can be found at the end of the script. There you can also change
# the settings Sometimes you have to add a comment in an event to activate
# special features for this event. The Script checks every line for such
# comments until it finds a non comment line.
#
#-------------------------------------------------------------------------------
Reply }
#13
Well, I guess this has been resolved.

Stay tuned for a new support topic.
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
Question  Mog Menu script: help me stop the crazy picture movement during transitions Zachariad 4 9,872 05-31-2017, 05:10 AM
Last Post: Zachariad
Exclamation RPGXP Script Request: Movement by terrain Iqus 7 10,150 12-26-2013, 04:07 PM
Last Post: Iqus
Question  MGC ISO Engine + Extra Movement Frames compatibility Morrigan Aensland 1 5,824 10-26-2013, 12:03 PM
Last Post: evindom
   Eight Directional movement and Atoa's Custom Battle System mrbekkler 0 3,916 09-10-2012, 09:01 PM
Last Post: mrbekkler
   F0tz pixel movement light makeitfonky 2 6,987 06-20-2010, 11:29 PM
Last Post: makeitfonky
   8 Way Movement for Mr. Mo's ABS virus2099 1 5,736 03-06-2010, 06:09 AM
Last Post: DerVVulfman



Users browsing this thread: 1 Guest(s)