I have set the event command using jump so that the party makes 2 jumps: first onto a stepping stone in the middle of a stream, then to the bank on the other side.
Trouble is, only the party leader 'jumps'. The followers just waddle along behind him as if they were on dry land, though with a gap between the leader and actor #2. Is there any way of making the followers 'jump' too? I've seen it done in XP games, but don't know if it's possible in Ace.
Thanks
Jump command doesn't control followers?
● ARCHIVED · READ-ONLY
-
-
I think it wont work if used as an event command. Try using YANFLY ENGINE ACE - PARTY SYSTEM. Try also to use the event follower script by Tsukihime(this works for part members and events). :)
http://rpgmaker.net/scripts/65/
http://forums.rpgmakerweb.com/index.php?/topic/11046-event-followers/ -
I'm already using Yanfly's Ace Party system. But I'll certainly check out Tsukihime's script.
thanks.
EDIT
I've had a look, and - unless I have misunderstood the script - this isn't what I'm looking for. It's to make events follow the player. The followers in the party are not 'events' in that sense, and there is no indication of how, if at all, I can make the followers jump rather than just follow - which they do anyway. -
Are you using any scripts that affect movement? I don't think I've had this problem when making the party jump.
-
I have this issue too.Are you using any scripts that affect movement? I don't think I've had this problem when making the party jump.
I have a jump command in an event and only the leader jumps.
The followers stay where they were until the event is over, then walk (through any and everything) to my leader's location. -
@ Espon
The only script I have which affects movement in any way is FenixFireX's Stairs Movement. It only applies to designated regions, but when I saw the problem I had I deleted it, just in case. It made no difference.
I am, as I said above, using Yanfly's Party System and Party Menu, but no other script which specifically targets the party as such.
EDIT
I opened up a new project, with everything default, and got the same problem. This. then, is definitely not a script issue as none were installed. So, this is either a limitation of Ace, or I should be doing something other than/more than just inputting the Jump command in the event as if it were no different from e.g. move left -
The RMVXA help file states "Note that when a party for which the Player Followers setting is On is moved by jumping, the second and subsequent members will stay where they are." So it's a limitation with RMXA though one way to get around it is to - Gather the followers - Disable followers - Make the Jump -And then Enable followers once more.
-
@Arkeo_Games
Thanks for the suggestion. I tried that, and unfortunately it still leaves the followers on the wrong side of the stream - though the gap between them and the leader isn't so big, but they still then walk across to join him. However, based on what you posted I have come up with a solution. I'll post it here in case anyone else is interested.
Gather players
Change player followers to OFF
Jump(s)
Transfer player to the tile s/he has just landed on with Fadeout set to NONE
Change player followers to ON
It's the transfer bit which gets the followers to where you need them to be.
I'll not ask the mods to close this thread for a while in case anyone knows of a more elegant solution. -
Here's a small snippet that will make the followers jump to wherever the player jumps to.
Code:class Game_Player < Game_Character def jump(x_plus, y_plus) super @followers.each { |f| f.jump(@x - f.x, @y - f.y) } endend -
@Galv
You sir, are a scholar and a gentleman. Thank you so much for this. Will be inserting it now.
EDIT
Works perfectly with all my other scripts. Once more, thanks. -
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.