YEP.68 – Smart Jump

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For those that may have made their own Jump system before with events, you may have come across the problem of being able to jump off the map, into places you’re not supposed to go, or even on top of events that shouldn’t be allowed to go on top of. This plugin helps faciliate eventing a Jump system for your RPG Maker game by introducing Smart Jumps.

Smart Jumps will allow you to jump over areas, but will limit you from jumping on top of places you can’t go, on top of normal priority events, and set up boundaries (such as walls) that you normally cannot jump past.

NOTE: For users saying that Smart Jumps bypass On Touch Events and Poison Tiles, they do not. This is not a bug but rather the way events work. Depending on how long you set the wait time after a Smart Jump, it may bypass an ontouch event or not. I found the ideal wait time is 15 frames after a Smart Jump effect. You would encounter the same “problem” with events if you don’t time it right.

Here’s a snap of it working:

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It’s all about the way you set up your events.


Introduction


For those that may have made their own Jump system before with events, you may have come across the problem of being able to jump off the map, into places you’re not supposed to go, or even on top of events that shouldn’t be allowed to go on top of. This plugin helps faciliate eventing a Jump system for your RPG Maker game by introducing Smart Jumps.

Smart Jumps will allow you to jump over areas, but will limit you from jumping on top of places you can’t go, on top of normal priority events, and set up boundaries (such as walls) that you normally cannot jump past.


Instructions – Setting Up Smart Jumps


Use the Plugin Command ‘SmartJump’ to make the player character perform a Smart Jump.

Inside the plugin parameters, mark the Illegal Regions your player cannot jump past or on and then draw them on the map. Alternatively, you can mark certain tile types within the Database > Tileset tab and use Terrain Tags to restrict where the player cannot jump.


Instructions – Equal Regions


For those of you who would like to make a height factor for your maps and would like to maintain a jump system with that height factor, Equal Regions will help out with that. List all the region ID’s you’d like to use to mark height within the ‘Equal Regions’ plugin parameter. You can insert multiple regions. Separate them with a space.

When the player is standing on a region that’s listed in the Equal Regions plugin parameter and attempts to smart jump onto an area blocked by tileset passability, if the region the player is jumping from is the same region ID as the region the player intends to go through, the jump becomes legal.

Observe the screenshot:

smartjump

In the screenshot above, Region 12 is a marked “Equal Region” which allows the player to jump onto the otherwise unjumpable region areas. The player can jump onto those regions because the tile that the player is standing on matches the tile that the player is jumping onto. Equal Regions will also allow you to jump through otherwise illegal tiles. This can allow you to construct height related map puzzles provided that you use the Equal Regions properly.


Notetags


You can use these notetags to set up what Terrain Tags that the player can’t jump on or past.

Tileset Notetags:

<Illegal Jump: x>
<Illegal Jump: x, x, x>
<Illegal Jump: x to y>
Replace x with the terrain tags you want to forbid the player from going past or landing on while doing Smart Jumps.

Event Notetag:

<Illegal Jump>
This will prevent the player from being able to jump on or over this event while doing Smart Jumps. If the event is set to Through mode, then the player can jump through or onto the event.


Happy RPG Making!


Happy RPG Making!


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