Just to check, when you press the 'D' button, the player is in contact with the guard, facing towards him, and that guard is the autorun event itself?
I can't watch the video, unfortunately.
Or the autorun event is a whole separate event?
I need to recreate the bug before I could solve it. Already got a simple idea how it could be fixed, but I need to test it first.
And how is it even possible to initiate a button press while an autorun is going? Is that the 'use_weapon(x)' script call or you did that with something else?
Anyway, here is the little (hopefully) fix I made:
Spoiler
#=======================================================# Triple Triad Script - Activation by click# Author: Raizen# Comunity: www.centrorpg.com# #=======================================================# This script lets a key activate a switch and at the same time active# the Confirmation button command, basically, you add a new page of the# event with the switch here, and when you press the configured button, # it will consider that page.module Config_Triple_Triad# Mapped as the events keys# :X is A on keyboard for exampleKey_Activate = :X# Switch activated on clickSwitch = 5# Enable/disable the activation of duel challenge button with this switch in # the game. If the switch is ON, the duel requests will be disabled, if it # is OFF, the duel requests will be enabled by the above button press.# This does not affect force evented duels, only the ones you set up with a new# event page with the above switch as a condition to start the page.Disable_Switch = 13end#==============================================================================# ** Game_Player - !!UPDATED!!#------------------------------------------------------------------------------# Esta classe gerencia o jogador. # A instância desta classe é referenciada por $game_player.#==============================================================================class Game_Player < Game_Characteralias lune_triple_update_non update_nonmoving #-------------------------------------------------------------------------- # * Processamento se não está se movendo - !!UPDATED!! # last_moving : flag de movimento #-------------------------------------------------------------------------- def update_nonmoving(*args, &block) lune_triple_update_non(*args, &block) $game_switches[Config_Triple_Triad::Switch] = false if movable? && Input.trigger?(Config_Triple_Triad::Key_Activate) return if get_on_off_vehicle return if $game_switches[Config_Triple_Triad::Disable_Switch] == true $game_switches[Config_Triple_Triad::Switch] = true return if check_action_event end endend
Replace the activation script with this one.
Just simply designate a switch for turning off the duel request activation trigger, and turn it ON when these autorun events are running (or even at other evented scenarios), and turn it OFF when the autorun events are finished.
This works for me, but I doubt that I managed to replicate the exact issue at hand with the event, so report to me when you tried this out.