Hi! I am having an issue with Victor's Pixel movement script. It's a slight issue, but it's definitely bothersome. By design choice, I prefer my players to spawn one tile ahead of the transfer event to the previous map, that way the player doesn't have to move forward and then backwards to get to the previous map if they didn't mean to transfer.
However, when this script is installed, it doesn't seem to work. When I immediately try to go backwards, no transfer occurs. It's really weird :p I've tried multiple event comments in Victor's script, and the only thing that seemed to work was the <each step trigger> tag, however when an auto-run event is on a map, it seems to invalidate this tag, and I use many auto-run events. I've attached a demo to this post so you can see what I mean.
Thanks for taking the time to read this! ;)
Project2.rar
[Ace] Victor's Pixel Movement Map Transfer issue
● ARCHIVED · READ-ONLY
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please link to the script
ehy dont you when he is teleported do a set move event and make him move 1 (4 pixels) -
I noticed this issue as well when I test my project, though I never thought to try to fix it since it's just nit picking. If the player really wanted to go back right after transferring, they would go back, and if it didn't transfer they'd move in some random direction which would trigger the transfer anyway.
Because of the pixel movement, it's now possible to transfer someone to very specific coordinates. If they are transferring to (30,20) and the transfer event back is below them, try this script call:
$game_player.reserve_transfer(map_id, 30, 20.5, direction)
$game_temp.fade_type = 2 # No fade
This will transfer them 16 pixels higher than usual. If you want you can just use 20.25 or try 20.125 for 8px or 4px higher than usual.
for fade, 0 is normal, 1 is white, 2 is no fade.
of course you replace map_id and direction. Direction is 0, 2, 4, 8 (up, left, right, down) -
Thank you very much, you have solved my problem. I've used your fix and it helped.