Hello, unfortunatly, I never took the time to port it to MV, mainly because I personally don't really use MV much and because I think the different plugin commands would be too complicated and with too much arguments to write. Tho, if you are comfortable with JS, you can try to make it work with MV yourself, it is definetely possible.
Hey there! This plugin is great, but I am unable to join the discord(link invalid or no perms). I was wondering if anyone knew how to make a script call to check when a player is in "build mode"? I suppose I can get around this using switches, and a mess of other things, to have other events 'detect' the mode change. I was hoping for a neat solution using script checks and conditional branches...
when build mode is activated, the code setup some listeners for key input and store them in an array, then clear them and empty the array when build mode is deactivated. By checking if this array is empty or not, you can check if build mode is activated or not. The script call to do so would be Drag.SandboxMap?.listeners?.length > 0;
You are one of the good people in this world. Don't let anyone tell you different. This works exactly how you said. Thanks a million, keep on being awesome.
I tried that first and on a clean new project. Core script v1.7 and v1.32 I get no icons in the window. Also, I don't know if it just wasn't changed, but that downloads file says it is v0.30.
Only version I can get Icons to show in the window is the v0.30 from the demo, running on Core script 1.32.
I can still build, and everything else works(that I've tested), Just the icon doesn't show.
Does this have support for controller buttons? Also, is there any way it could detect if an event is in the way and not let the player build if there is an event in the area?
Sorry, this plugin only support keyboard for the moment. To do the latter, you could use the "common event before" option of the plugin command and in this common event, use a script call to detect if there is an event and if yes, use the "cancel build" plugin command. Hopefully that helps!
Hello ! You can configure the plugin to run a specific common event when player place a tile/set of tiles, which would make you able to make everything you want cost items/money.
However, if you are using the built-in window, it is not possible in the current version to display currency cost, only item cost.
I'll keep that in mind and probably add it in the next version.
Is there a way to have it take a large set of tiles (7x8 or bigger) and place those? No preview for placement appears and it ignores region restrictions. I am trying to do a complete house placement and can't seem to figure out how to get it to work. I can get it to place them but it will not restrict where it is placed according to regions and no preview appears. I evented a preview so I'm not as worried about that as I am it letting me place a building in an area that it shouldn't. I'm probably doing something wrong!
Hello ! You can easily achieve that by using the basic shape feature of the build mode, setting the sprite preview to enabled and the corrects regions ids on the free mode/restricted mode options (depending on which one you use). If you still struggle to make it work, please let me know !
I did that and there isn't a preview when it's larger? I triple-checked that preview was enabled. I even tried it in a fresh file with nothing but this added to it. It also allows for placing a portion of the tiles into the banned region. It only blocks it if the player is actively standing in the banned region but doesn't block it if they are right on the edge. This causes the option for a majority of the item being placed in an area that should be off limits.
Hmmm, normally for basic and complex shapes, it checks all target locations tiles region ids, so that shouldn't be an issue. Same for the preview. So something is definitely wrong. Is your project on last version corescript ? I'm gonna look what is happening asap.
I'm running 1.7 MZ. I'm using the steam version in case that changes anything. I only installed RPG maker earlier this week so it's a fresh install on a machine that has never had it before.
Corescript 1.7.0 seems to have broken a few things. I am working on it and will push an update tonight to fix these issues :) Sorry for the inconvenience !
Purchased this plugin a while ago and am just starting to get into using it. Great plugin. The options are limitless with what you could achieve. I am wondering if there is ever going to be mouse support for placing tiles as opposed to the way it is now? Using it with another of my plugins feels clunky for various reasons. Not a major need, may even be event-able, but just wondering.
Hi ! :) I'm very glad you like this plugin. Unfortunately, I don't think I will add mouse support, or at least not now, since I'm currently a bit too busy to be around game dev. Hopefully this plugin will still be useful to you and if I ever add mouse support, I will not forget to notify you. :)
Hello ! There is currently no MV version. This plugin requires heavy customizable plugin command and since MV has "manual" plugin command, it would be tedious to use it with MV. I don't think it would be too hard to make it compatible with MV but I don't know if it would be really useful. Maybe later. :)
Well, if there was a MV version, I would buy it instantly because it would suit my needs. Can you make it compatible with MV? I would buy it right away! Also, there are a lot of people that still use MV and I personally think that there are actually more people that use MV than MZ, so you would have more chances to sell the plugin.
For now, no incompatibility issue has been reported to me. But if you do run into comptibility issue, please report them to me. I'll see what I can do.
Yes, it is, there is a "Shape" plugin command parameter which let you define the size of what you want to build (I.E. 2x3 for a two-height and three-wide rectangle of tiles.)
What will be drawn in that case is currently, however, defined by what you have in your tileset. So you can't build, for example, a big rectangle of the same tile at once. Unless you have a big rectangle of the same tile in your tileset.
But I plan to add a completely custom shape feature which let your draw exactly what you want without having to edit your tileset very soon. It will be, actually, the next update I will push. :)
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I love this so much! Is there any way to implement this into MV? Have you made a similar plug in / script for MV?
Hello, unfortunatly, I never took the time to port it to MV, mainly because I personally don't really use MV much and because I think the different plugin commands would be too complicated and with too much arguments to write.
Tho, if you are comfortable with JS, you can try to make it work with MV yourself, it is definetely possible.
Hey there! This plugin is great, but I am unable to join the discord(link invalid or no perms). I was wondering if anyone knew how to make a script call to check when a player is in "build mode"? I suppose I can get around this using switches, and a mess of other things, to have other events 'detect' the mode change. I was hoping for a neat solution using script checks and conditional branches...
Hello,
when build mode is activated, the code setup some listeners for key input and store them in an array, then clear them and empty the array when build mode is deactivated.
By checking if this array is empty or not, you can check if build mode is activated or not.
The script call to do so would be
Drag.SandboxMap?.listeners?.length > 0;
Hope that helps !
You are one of the good people in this world. Don't let anyone tell you different. This works exactly how you said. Thanks a million, keep on being awesome.
Trying to update to v0.35, but the dl is giving me v0.30.
Having an issue with icons not showing in the window(can still build stuff tho) and hoping this is my problem.
Hello ! I forgot to update the sample project to 0.35, so please be sure to download the plugin only version (Drag Sandbox Map Full (v0.35)) !
Thank you for the quick reply
I tried that first and on a clean new project. Core script v1.7 and v1.32 I get no icons in the window. Also, I don't know if it just wasn't changed, but that downloads file says it is v0.30.
Only version I can get Icons to show in the window is the v0.30 from the demo, running on Core script 1.32.
I can still build, and everything else works(that I've tested), Just the icon doesn't show.
Alright, thank you for the report. I'll take a look and fix the issue asap if I can reproduce the bug!
Sorry for the late update, this bug should now be fixed in Sandbox Map v0.351.
Happy game dev' !
You're awesome, thank you so much. Tried it on a clean project and works perfect.
Does this have support for controller buttons? Also, is there any way it could detect if an event is in the way and not let the player build if there is an event in the area?
Hello !
Sorry, this plugin only support keyboard for the moment.
To do the latter, you could use the "common event before" option of the plugin command and in this common event, use a script call to detect if there is an event and if yes, use the "cancel build" plugin command. Hopefully that helps!
Hi it looks great. nice work. was wondering if it is possible to add a currency price on each item?
Hello !
You can configure the plugin to run a specific common event when player place a tile/set of tiles, which would make you able to make everything you want cost items/money.
However, if you are using the built-in window, it is not possible in the current version to display currency cost, only item cost.
I'll keep that in mind and probably add it in the next version.
Thanks for the reply! sounds good. will get it in a couple of days when i start my hobby project :)
Is there a way to have it take a large set of tiles (7x8 or bigger) and place those? No preview for placement appears and it ignores region restrictions. I am trying to do a complete house placement and can't seem to figure out how to get it to work. I can get it to place them but it will not restrict where it is placed according to regions and no preview appears. I evented a preview so I'm not as worried about that as I am it letting me place a building in an area that it shouldn't. I'm probably doing something wrong!
Hello !
You can easily achieve that by using the basic shape feature of the build mode, setting the sprite preview to enabled and the corrects regions ids on the free mode/restricted mode options (depending on which one you use).
If you still struggle to make it work, please let me know !
I did that and there isn't a preview when it's larger? I triple-checked that preview was enabled. I even tried it in a fresh file with nothing but this added to it. It also allows for placing a portion of the tiles into the banned region. It only blocks it if the player is actively standing in the banned region but doesn't block it if they are right on the edge. This causes the option for a majority of the item being placed in an area that should be off limits.
Hmmm, normally for basic and complex shapes, it checks all target locations tiles region ids, so that shouldn't be an issue. Same for the preview. So something is definitely wrong. Is your project on last version corescript ? I'm gonna look what is happening asap.
I'm running 1.7 MZ. I'm using the steam version in case that changes anything. I only installed RPG maker earlier this week so it's a fresh install on a machine that has never had it before.
Corescript 1.7.0 seems to have broken a few things. I am working on it and will push an update tonight to fix these issues :)
Sorry for the inconvenience !
Purchased this plugin a while ago and am just starting to get into using it. Great plugin. The options are limitless with what you could achieve. I am wondering if there is ever going to be mouse support for placing tiles as opposed to the way it is now? Using it with another of my plugins feels clunky for various reasons. Not a major need, may even be event-able, but just wondering.
Hi ! :)
I'm very glad you like this plugin.
Unfortunately, I don't think I will add mouse support, or at least not now, since I'm currently a bit too busy to be around game dev.
Hopefully this plugin will still be useful to you and if I ever add mouse support, I will not forget to notify you. :)
Wow, this is so amazing! Is there also a MV version of this plugin? That would be even more amazing!!!
Hello ! There is currently no MV version. This plugin requires heavy customizable plugin command and since MV has "manual" plugin command, it would be tedious to use it with MV. I don't think it would be too hard to make it compatible with MV but I don't know if it would be really useful. Maybe later. :)
Well, if there was a MV version, I would buy it instantly because it would suit my needs. Can you make it compatible with MV? I would buy it right away! Also, there are a lot of people that still use MV and I personally think that there are actually more people that use MV than MZ, so you would have more chances to sell the plugin.
Do you know if this has any compatibility issues with other plugins? For example, any of the VisuStellaMZ plugins.
For now, no incompatibility issue has been reported to me. But if you do run into comptibility issue, please report them to me. I'll see what I can do.
WOW! Finally.... Thank you!
I have one question: is it possible to place objects/items bigger than 1x1 at once?
Hey ! :)
Yes, it is, there is a "Shape" plugin command parameter which let you define the size of what you want to build (I.E. 2x3 for a two-height and three-wide rectangle of tiles.)
What will be drawn in that case is currently, however, defined by what you have in your tileset. So you can't build, for example, a big rectangle of the same tile at once. Unless you have a big rectangle of the same tile in your tileset.
But I plan to add a completely custom shape feature which let your draw exactly what you want without having to edit your tileset very soon. It will be, actually, the next update I will push. :)
It's actually so AMAZING, thank you so much.