How to make a character follow without him/her joining the party?

Chester

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Hello,

How would I make a character (more like a pet) follow my main character without the "follower" actually joining the party ?

I need it for commercial purposes.

Thanks meow!
 
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Chester

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This is good but it seems like you can only use this for non-commercial (if I read it correctly...) but I am planning to use it for commercial purposes. I need some more help meow... thanks!
 

Sketch XII

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Hopefully eventing works the same or similar enough in Ace since this was done in regular VX.

This is a separate event. I would actually recommend having this in a common event.



And then here's the event to have in maps where you want the event to follow you;



If only they didn't make the "Move toward Player" movement so chaotic.

Anyways, this is just an example. Feel free to copy the stuff from it and edit it to your liking.

Edit- also, might wanna throw in a wait command at the end of the main event that follows you.

(doing so for the event that sets the variables will result in un-synchronized running with the main event.)
 
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Kes

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There is a simple way to do this and a more complex way, depending on exactly what it is you want.  First the simple way (takes 20 seconds)

The custom move route on the event page acts like a parallel process.  Therefore if the ‘repeat’ box is ticked, the action will continue to be carried out.

[SIZE=12pt]Therefore, simply use custom move, with ‘Move toward player’ and as soon as the player is on the same screen as the NPC, the NPC will start to move towards the player and will follow the player around forever.  [/SIZE]

[SIZE=12pt]An alternative is here http://forums.rpgmakerweb.com/index.php?/topic/31413-solved-npc-to-imitate-player-movement/[/SIZE]

[SIZE=12pt]EDIT[/SIZE]

[SIZE=12pt]An event cannot be transferred to another map, so if you want your pet to follow the player around visibly, then you will have to think about what happens when the player transfers to another map.  (Maybe have an event with the pet next to the transfer in point?)  Also think about what happens when the player saves and exits the game.  All events move back to their original position unless you use something like Shaz's remember event position script.  But that would be difficult to incorporate with a moving event like this one.  What might be easier is to have something happen the first time the 'pet' reaches the player e.g. a bit of dialogue, which turns a switch ON.  Then on every map have a parallel process conditioned by that switch which has the moveto command (followed by an erase event command so that the parallel process isn't running the whole time).  As that event will run before the player sees what happens, the 'pet' will once more be by the player's side.[/SIZE]
 
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