yeah you have to move your sprites as well,
Easy way is to use yanfly's event sprite offset, or mog's char poses, or one of the many other plugins for doing it
If you want to roll your own, here's the base code from rpg_objects
Code:
Game_CharacterBase.prototype.screenX = function() {
var tw = $gameMap.tileWidth();
return Math.round(this.scrolledX() * tw + tw / 2);
};
Game_CharacterBase.prototype.screenY = function() {
var th = $gameMap.tileHeight();
return Math.round(this.scrolledY() * th + th -
this.shiftY() - this.jumpHeight());
};
here's the code from altimit that modifies it (and I think this might be the source of the yanfly jitter but heck if I'm diving into that nightmare again once I have a fix that works for me)
Code:
var Game_CharacterBase_screenX = Game_CharacterBase.prototype.screenX;
Game_CharacterBase.prototype.screenX = function() {
var round = Math.round;
Math.round = Math.floor;
var val = Game_CharacterBase_screenX.call( this );
Math.round = round;
return val;
};
var Game_CharacterBase_screenY = Game_CharacterBase.prototype.screenY;
Game_CharacterBase.prototype.screenY = function() {
var round = Math.round;
Math.round = Math.floor;
var val = Game_CharacterBase_screenY.call( this );
Math.round = round;
return val;
};
I think if you replaced the altimit code with something like this
Code:
var Game_CharacterBase_screenX = Game_CharacterBase.prototype.screenX;
Game_CharacterBase.prototype.screenX = function() {
var round = Math.round;
Math.round = Math.floor;
var val = Game_CharacterBase_screenX.call( this ) - Math.round($gameMap.tileWidth()/2);
Math.round = round;
return val;
};
var Game_CharacterBase_screenY = Game_CharacterBase.prototype.screenY;
Game_CharacterBase.prototype.screenY = function() {
var round = Math.round;
Math.round = Math.floor;
var val = Game_CharacterBase_screenY.call( this ) - $gameMap.tileHeight();
Math.round = round;
return val;
};
you'd end up changing the base of the sprite (that is, the middle of the bottom edge) to the exact .x and .y coordinate. Haven't tested it, though.
Honestly I haven't had any issues dealing with the default tile offset, since all the relative math between events is identical.