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Resource Terrain Tag Side Stairs 1.0

boonzeet

Developer of Pokemon: Secrets of the Ages
Member
Joined
Mar 13, 2019
Posts
70
boonzeet submitted a new resource:

Terrain Tag Side Stairs - A simple script to allow placing stair tiles that automatically perform as side stairs

Boon's Terrain Tag Side Stairs

OIMNjMY.gif

A simple script to allow placing stair tiles that automatically perform as side stairs, with psuedo-depth effect and support for Followers.

Might conflict with some scripts if they significantly alter Game_Player.

Setup

Place this script above Main:
Ruby:
Expand Collapse Copy
#...

Read more about this resource...
 
Last edited:

ChainedFuse

Rookie
Member
Joined
Oct 1, 2020
Posts
1
Love the script, though after the new v18.1 update whenever you have an NPC jump or you jump (like a ledge or event) said event or player walks in place and softlocks the game.
 

boonzeet

Developer of Pokemon: Secrets of the Ages
Member
Joined
Mar 13, 2019
Posts
70
boonzeet updated Terrain Tag Side Stairs with a new update entry:

Updated to 1.2 (Fix ledges, surfing and map transfers on stairs)

Updated to v1.2. This fixes some new bugs due to the way v18 handles characters:
  • Ledges no longer get the players stuck
  • Surfing no longer triggers an encounter every time if the player's step counter has not incremented
  • Map transfers while a player is on stairs no longer cause the player to be permanently offset until next encountering stairs

Read the rest of this update entry...
 

Rose_

Rookie
Member
Joined
Aug 8, 2020
Posts
6
---------------------------
Pokemon Essentials
---------------------------
[Pokémon Essentials version 18.1.dev]

Exception: SystemStackError

Message: stack level too deep



Backtrace:

Boon_SideStairs:117:in `move_right_stairs'

Boon_SideStairs:117:in `move_right_stairs'

Boon_SideStairs:117:in `move_right_stairs'

Boon_SideStairs:117:in `move_right_stairs'

Boon_SideStairs:117:in `move_right_stairs'

Boon_SideStairs:117:in `move_right_stairs'

Boon_SideStairs:117:in `move_right_stairs'

Boon_SideStairs:117:in `move_right_stairs'

Boon_SideStairs:117:in `move_right_stairs'

Boon_SideStairs:117:in `move_right_stairs'
Getting this error whenever I press right and same for left on 18.1. Any idea on how to fix it?
 

Nomi

Trainer
Member
Joined
Feb 24, 2018
Posts
77
For some reason, the stairs don't seem to work. I've got the terrain tags and directions set up correctly, but it acts as if it's a normal tile and I can walk through normally.
 

SilverioRB

Novice
Member
Joined
Apr 19, 2021
Posts
14
It was working perfectly in my game, but suddently it stops to work and I don't know what to do.
The terrain is set correctly, but ir don't work.
 

ddf27

Rookie
Member
Joined
Mar 8, 2021
Posts
7
Amazing script and really easy to use! Works great for me, but I have a small issue: while walking up the stairs, entering and exiting the stairs look a bit off. For example, while exiting, the character will first move horizontally and only then move vertically.
 

SilverioRB

Novice
Member
Joined
Apr 19, 2021
Posts
14
It looks like it doesn't work with partner trainers in Essentials 19.1, since PBTerrain doesn't exist anymore
 

SilverioRB

Novice
Member
Joined
Apr 19, 2021
Posts
14
PBTerrain isn't referenced anywhere in the v19 script. Be sure you're copying the v19 version and not the v18 version.
Does the script for 19.1 has script set for partner trainer?
Because if so, it's bugged
My partner doesn't follow me when I'm ascending or descending a side stair... It goes up and then back of the player again.


I added the script for following partners... But looks like that script section is for v18 only
 
Does the script for 19.1 has script set for partner trainer?
Because if so, it's bugged
My partner doesn't follow me when I'm ascending or descending a side stair... It goes up and then back of the player again.


I added the script for following partners... But looks like that script section is for v18 only
I think for that part you'd just change the checks to directly compare the ID with the symbol- for example, $MapFactory.getTerrainTag(tile[0],tile[1],tile[2]-1) == PBTerrain::StairLeft would instead be $MapFactory.getTerrainTag(tile[0],tile[1],tile[2]-1).id == StairLeft
 

SilverioRB

Novice
Member
Joined
Apr 19, 2021
Posts
14
I think for that part you'd just change the checks to directly compare the ID with the symbol- for example, $MapFactory.getTerrainTag(tile[0],tile[1],tile[2]-1) == PBTerrain::StairLeft would instead be $MapFactory.getTerrainTag(tile[0],tile[1],tile[2]-1).id == StairLeft
Nop
Didn't work
 

Judge Fudge

Rookie
Member
Joined
Apr 7, 2019
Posts
5
Not a big deal but I'll mention it anyways.

The player's y-position stays offset if you're in debug & are holding CTRL while on a staircase and move up/down.
Replicate by getting on a left or right staircase. While in debug, hold CTRL and move in the northern or southern direction.
Your y-position will remain offset since you never exited through the intended terrain tag.
 

Astralneko

Novice
Member
Joined
Nov 16, 2021
Posts
31
Not a big deal but I'll mention it anyways.

The player's y-position stays offset if you're in debug & are holding CTRL while on a staircase and move up/down.
Replicate by getting on a left or right staircase. While in debug, hold CTRL and move in the northern or southern direction.
Your y-position will remain offset since you never exited through the intended terrain tag.
Pretty sure that's a good thing. It indicates that if you can do that without using debug mode, your stairs aren't coded properly.
If you want to, you could theoretically set the offset to be 0 if you aren't on a tile with the stair terrain tag while debug is on.
 
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