Thanks!
EDIT: OK, so I messed around and came up with this a little plugin based on some code from rpg_objects.js:
Code:
Game_CharacterBase.prototype.jump = function(xPlus, yPlus) {
if (Math.abs(xPlus) > Math.abs(yPlus)) {
if (xPlus !== 0) {
this.setDirection(xPlus < 0 ? 4 : 6);
}
} else {
if (yPlus !== 0) {
this.setDirection(yPlus < 0 ? 8 : 2);
}
}
this._x += xPlus;
this._y += yPlus;
var distance = Math.round(Math.sqrt(xPlus * xPlus + yPlus * yPlus));
// this._jumpPeak = 10 + distance - this._moveSpeed; //original line
this._jumpPeak = -10 + distance - this._moveSpeed; //my change
// this._jumpCount = this._jumpPeak * 2; //original line
this._jumpCount = this._jumpPeak * 1.5; //my change
this.resetStopCount();
this.straighten();
};Which seems to work for the most part. I mean the event will just SHOOT to its destination in a straight line, but sometimes the it sort of "overshoots" and lands a few pixels further out than usual, but then it slowly makes its way back, so I don't know what that's all about.
EDIT #2: I've been messing around some more, and there is another issue, which is that if it's a long jump, it moves really fast, but with shorter jumps of 3 or 4 tiles, it moves really slowly.