Thank you so much for your response. It turns out that it was a bit of a plugin conflict with a menu altering plugin by someone else...but this one (the save file plugin) is much more important than the menu altering one for me...so guess which plugin is staying lol. Thank you again, and thank you for all your great plugins!
Apocalypticat
Recent community posts
Hi. I've encountered a strange issue with the collision area comment for custom collision on an event. The comment is <collisionRect: 3, 3, 1, 2> and it renders the collision as it should, and it works when the player approaches it from the top or left of the event...but if the player approaches it from the right or bottom of the event, the collision does not work. See images.

Hi. I was wondering how to implement dual wield, if possible.
I adapted the player's class to enable dual wield, I added the extra weapon to the initial weapon load-out, and I adapted the PlayerController common event to include both weapons mapped to different keys (weapon 1 to space and weapon 2 to z) but when testing, it does not work. Any advice?
Hi - firstly, great plugin! Customised everything nicely and everything works well - I just have a bit of a question.
I am using this plugin to simulate a "hunting" system - so when the player selects/activates the event from right next to the event, I want the QTB to activate. I got the activation perfectly fine...however, it is activating wherever the player is on the map and if the player presses the allocated button. So, basically, it activates if the player is on the opposite side of the map.
It is at all possible for some input on how this can be done? I will post screenshots if needed. Thanks.
So, I have added this eating/drinking system and everything is working perfectly fine (thank you for such a great template!) For the context of my game, the player cannot carry water/drinkables in their inventory, and I would like them to be able to "activate" or "select" water from water sources (all water tiles are marked through region or terrain IDs) which they then immediately drink from.
Is there any way that I can have the player "activate" or "select" the water to cause them to essentially "drink" it?
Thanks in advance!






- for example, see screenshot.