Events with custom moveroute desyncing.

Leah Prime

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Hi, so I have a somewhat large (70 by 70) map With a reasonable (20-30) amount of "Patrolling" events (And a large amount of stationary events). Some of these events (Let's call them ghosts) are meant to be patrolling in set patterns with eachother. (Ex: Two of them patrolling side by side, or moving in a square opposite to each-other, or crossing each-other in a line)

Now whenever I approach some of these events in my map, they tend to desync, leading them to be at different relative potions in their moveroute to eachother. I assume this is due to some anti lag property of rpg maker MV that unloads the ghosts until they're reasonably close to the player. My question is, is there a script or something that can disable this property for specific ghosts (there's only about 6 ghosts I need to sync up with eachother), or is there some other solution to this problem?
 

Andar

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to prevent lag, autonomous movement is stopped when the event is at a certain distance from the player.

you either need an anti-lag plugin that allows you to take control of that mechanism or circumvent it by eventing.
 

Zerothedarklord

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There is, I have a plugin that allows move routes to proceed regardless. I use it to make birds and various creatures move around on maps regardless of where the player is.
 

Leah Prime

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I feel a bit silly requesting this but I have searched around and couldn't find any plugin that does this. Can anyone point me to a specific plugin or name of one?
 

caethyril

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:kaohi: Looks like Yanfly's Move Route Core offers an event notetag for this:
Event Notetags:

<Always Update Movement>
- Most events don't update unless they're close to the screen. But any
event with this notetag will always be updating regardless of whether they
are close to the screen or not.

Alternatively you could try saving this as a .js file (copy into a text editor, Save As > File Type: All Files, Filename: whatever.js) and import as a plugin:
JavaScript:
Game_CharacterBase.prototype.isNearTheScreen = function() { return true; };
That's probably not ideal, though; if it works, it'll affect all events. :kaoslp:
 

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