Yep that's exactly the problem. I'm glad that someone found the problem and provided a script to fix it. It's also aimed to specific events, so that you don't completely mess up this feature (which can be useful in many situations).
Thanks for sharing Silva :-)
I haven't quite understand how...
They have to cycle many times in the same route. Arriving at the end and starting again from the beginning. Without the parallel processes controlling their movements if I exit the range and then re-enter the problem shows up again.
I think I will stick to this solution but if you can explain...
That's exactly how I solved the problem. Is bad though since I had to resort to a much greater memory usage(with 20 more parallel events) for doing something that should have been there by default. At least now everything is working as intended.
By the way it is slightly larger than visual...
Maybe it's better if I try to explain myself better:
The crates DO move when I start near them and they are actually moving according to the way I've planned them to, that's why I've stated that their move routes are ok.
That's exactly what I'd like to figure out. My guess is that they start...
I appreciate the attempt gstv, but apparently you haven't got the meaning of what I meant. The move routes are functioning well, or the creates won't move correctly even when I start right next to them. The point here is that they get messed up when I'm far from them. This has nothing to do...
The first one of them starts in the upright corner goes down by a couple of tiles and then all the way left until it reaches the upleft corner then it moves up by two tiles and jump back in the first position. The others do exactly the same route, but each of them is shifted 4 movements ahead of...
Thanks for answering gstv. Yeah I've thought about a solution like that, but I'm quite interested now to know if my impressions about this issue are true.
Also, I haven't understand what you meant by:
Did you mean that in this time the events should already be moving according to their move...
I searched throughtout the forums but I couldn't find informations about this.
I'm having troubles with some events and I think the problem reside in a sort of "range", a distance between you and the events, that, if is exceeded, deactivates the events or something, I believe to...
As you suggested the problem was a script.
I tried it on a completely new project and it worked.
Afterwards I tried to find out what was the script to cause the issue and it appears to be this one:
Cache Optimization by Jet...
Sorry for bothering you with this question.
I've a problem with the appear half-way option on the enemy in troop.
I've set the option and I've set the condition to be the 2° turn in the battle, for a single time.
So I've put of course the command "enemy approach" or "enemy...
Well part of the script itself should be something like that, a sequence of nestled if.
The advantage in having a script instead of the common event is that you write it only once since it would interact directly between user and target, while in the common event you should set it for every...
Here's the list I think it's comprehensive of every script might have some method in common:
Yanfly Battle Engine: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
Yanfly Battle Command: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/battle-command-list/...
Thanks for answering MeowFace.
I wondered it would have been difficult to realize it without knowing the other scripts.
That's why I tried to do it by myself in the first place.
This afternoon I will post a complete list of the scripts I think might influence this particular one.
As for the...
Sorry for bothering you,
I need your help for a script it's bothering me in the past months.
I even tried do solve it on my own with the help of some guys from the forum.
Here you can find the post I'm referring too:
Basically this is the idea:
I have this skill called "Help" which...
Okay now it's doing something strange.
It's working but not as intended.
If I target an actor dead in a previous turn it doesn't do anything.
Instead it revives the last actor died in the turn you use the "Help" Skill whether or not it is the target.
Also no animation is shown.
I'm ok with that since the interactions between party members will be minimal in my game. So apart from this Help command other moves will be mostly based on self or the enemy.
But I wonder. What other situations might be good for having smoothness?
Also what about adding a control on the...
Hero: Look, it is Minotaur! M. Knight: Let's go attack it! Hero: Wait, no, it is just standing there!! HUD Display: It is M. Knight's turn.
(M. Knight attacks Minotaur) HUD Display: It is Minotaur's turn. Hero: (Facepalms) Now look what you did! You made the Minotaur attack us!
I really get the feeling I should be doing regular YouTube videos whenever I make something cool in my game, instead of waiting for massive changes. But not going to lie... I always feel like it's never quite enough to merit an update, until it's a drastic change.