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Event jump misbehaves with other events using the same priority #1612

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fdelapena opened this issue Jan 31, 2019 · 1 comment

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@fdelapena
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commented Jan 31, 2019

Reported by BitBrosGames in a forum post:

In RPG Maker, three events can freely move over the same tile as long as their priorities are different. I mean, a character can walk over some event whose priority is “under the character”, and, let’s say, a bird on the “above character” layer can fly over said character. However, two characters can’t naturally occupy the same tile, in the same way as two “birds” couldn’t do so. This is implemented correctly in EasyRPG when it comes to walking, but it’s not when JUMPING.

Example.zip

@Ghabry Ghabry added the Move Routes label Feb 12, 2019

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 7, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 7, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 7, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 7, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Refactor IsTilePassable()
   * Better interface taking x,y
   * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 7, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Refactor IsTilePassable()
   * Better interface taking x,y
   * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 8, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Refactor IsTilePassable()
   * Better interface taking x,y
   * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 8, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Refactor IsTilePassable()
   * Better interface taking x,y
   * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 8, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Refactor IsTilePassable()
   * Better interface taking x,y
   * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 8, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsTilePassable()
    * Better interface taking x,y
    * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 8, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsTilePassable()
    * Better interface taking x,y
    * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 8, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsTilePassable()
    * Better interface taking x,y
    * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 8, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsTilePassable()
    * Better interface taking x,y
    * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 10, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsTilePassable()
    * Better interface taking x,y
    * Support vehicles in one piece of code.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 10, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 10, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 10, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 10, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
@fmatthew5876

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commented Mar 10, 2019

This is fixed in #1687

@carstene1ns carstene1ns added this to the 0.6.1 milestone Mar 10, 2019

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 10, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 11, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 11, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 11, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 11, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player
@fmatthew5876 fmatthew5876 referenced this issue Mar 11, 2019
1 of 1 task complete

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 12, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 12, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 13, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 17, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 18, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 26, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 31, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Apr 3, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Apr 3, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Apr 6, 2019

Refactor MakeWay
* Refactor makeway logic to follow Cherry's description
  and trigger event updates at the right time
* Correct ordering of actions for diagonal movement
* Jump uses same MakeWay function to simplify logic and
  fix EasyRPG#1612
* Event layer=below tile graphic behavior
    * Highest event ID wins
    * If winning event tile is not above
         * Events and player - overrides chipset
         * Boat or Ship - always blocks
* Refactor IsPassableTile()
    * Better interface taking x,y
    * Support vehicles in one piece of code.
    * Handle tile event logic
* Vehicle cases
    * If player is boarded, calls makeway as vehicle (uses vehicle's
      through flag)
    * If player is boarded, other events collide against vehicle, not
      player
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