BTJanuary

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So i was trying to write a script that let the events (3-17) to all move at once instead of having a bunch of move event commands.
It does, in fact, works, however no. 8, 9, 12 doesn't seem to at all budge.

1680218364047.png1680218264371.png
this can easily be solve with me adding separate movement event for those, but i do want to know why it's the way it is. Thank you very much in advance!
 

Shaz

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What your script call is doing is telling events 3-17 to move up 3 times. But it's not issuing a "move up 3 times" command - it's issuing 3 "move up" commands. When done like this, they don't run one after another, they replace each other. There is no waiting for the one movement to be complete before issuing the next one. You should actually create a move route with the 3 movement commands then apply the move route to each event.

If 3 of them don't move, I'm guessing you've got an event on the tile they want to move to.

When you post something like this, please show the whole event window. We need to know especially what your event trigger is, but other stuff not included above is also of interest.
 

caethyril

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In case it helps, here's a scripted Set Movement Route example for MV, from the up-to-date front page of the MV / MZ Script Call List:

// MV, in a Script command // Fade out "This Event" by -10 opacity/frame, wait for completion var list = []; var char = this._character = this.character(0); var cOpa = Game_Character.ROUTE_CHANGE_OPACITY; for (var p = char.opacity(); p > 0; p -= 10) { list.push({ code: cOpa, parameters: [p] }); } list.push({ code: cOpa, parameters: [0] }); list.push({ code: Game_Character.ROUTE_END }); var route = { list: list, repeat: false, skippable: false }; char.forceMoveRoute(route); this.setWaitMode('route');
(It's mostly the same for MZ, just a minor difference in how the character is stored.)

As you can see, it will probably be simpler to just spend a few minutes clicking through the editor instead. :kaoslp:
 

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