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- Feb 23, 2021
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- RMXP
Hi,
Having some issue with this.
I have set 2 common events (1st is triggered on a parallel on first map)
1)
Conditional Branch if Z is being pressed
Call common event 2
Else
Change speed to 3 (walk)
2)
Conditional Branch if Z is being pressed
Change speed to 4 (run)
Else
Call common event 1
This seems to work fine, until I teleport to a new map and then it stops working. (If Z is being pressed to run, when I enter the new map it is set to constantly run and releasing / pressing Z does nothing, just keeps him fast).
Also, if I then return to the 1st map (where the parallel is), the run and walk work again, but the player can now move on water and through all objects (tileset priority rules still apply though).
Any guidance on what I am doing wrong please?
TIA!
(Edit - Just realised, this isn't a script request - sorry!)
This has been resolved, see answer below!
For anyone looking to add running sprites, just add the change actor graphic above the set move route commands.
Having some issue with this.
I have set 2 common events (1st is triggered on a parallel on first map)
1)
Conditional Branch if Z is being pressed
Call common event 2
Else
Change speed to 3 (walk)
2)
Conditional Branch if Z is being pressed
Change speed to 4 (run)
Else
Call common event 1
This seems to work fine, until I teleport to a new map and then it stops working. (If Z is being pressed to run, when I enter the new map it is set to constantly run and releasing / pressing Z does nothing, just keeps him fast).
Also, if I then return to the 1st map (where the parallel is), the run and walk work again, but the player can now move on water and through all objects (tileset priority rules still apply though).
Any guidance on what I am doing wrong please?
TIA!
(Edit - Just realised, this isn't a script request - sorry!)
This has been resolved, see answer below!
For anyone looking to add running sprites, just add the change actor graphic above the set move route commands.
Last edited: