Jump move event offsets character sprite

Indinera

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Tested with no plugin on v.1.5.0 and 1.6.0

A vertical jump(0,-6) will offset the sprite of 6 pixels towards the bottom. (0,-10) and it's 10 pixels down.

Could this be fixed please? It's apparently native to MZ (I removed all the plugins and still had the glitch).
 

Bex

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Did you try and repair the Core Scripts, the Option is in the Editor Top Bar.
A few Days ago i had a realy strange Bug with Item usage, in the end "Update Core Scripts" Option solved it. Maybe it works. Just a guess.
 

Indinera

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I had the bug with v1.5.0
I updated it to 1.6.0 but it didn't fix the bug.
 

Bex

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I have version 1.6.1 and corescripts 1.6.0
i made a event on below player and trigger event touch:
Code:
◆Set Movement Route:Player
:                  :◇Jump:+0, -10

There is no offset appearing.
Could you somehow help us reproduce this bug? Maybe through Eventpagepicture? Iam not sure.
 

Indinera

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I have the same version and corescripts.

Mine is the same line except it's in an autostart.

1675068526490.png

Second page is just this.

1675068546998.png
 

Bex

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Sorry, I can't reproduce the Error.
 

Indinera

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Did you try the same event?
It also happens after a teleport.
As in, you're in Map A, teleport to Map B, autostart starts.
 

caethyril

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Did you update your project's core scripts using the Game -> Update Corescript option from the editor's menu bar? Just checking because I know some people who have tried to do it manually (following instructions for RMMV) and it's easy to make a mistake doing it that way.

I'm not sure what problem you are seeing. A couple of possibilities:
  1. A persistent offset in the sprite's position after the jump - this should not happen, and does not happen for me. I don't see any suggestion of such a thing in the core scripts, either: the character's position is cleanly reset to their actual tile position when the jump ends (updateJump).

  2. The character slightly overshoots their destination before landing - this is because of how jumps arc to their target. You can disable jump height using this little plugin (paste into a text editor, Save As -> File Type: All Files, Filename: whateverYouLike.js, import via Plugin Manager):
    JavaScript:
    /*:
     * @target MZ
     * @plugindesc No jump height: jumps travel in straight lines.
     * @help Free to use and/or modify for any project, no credit required.
     */
    // Override!
    Game_CharacterBase.prototype.jumpHeight = function() { return 0; };
    If that fixes the problem but you only want it to apply to certain characters or at certain times, I have an MZ plugin called Cae_Jump that lets you change jump heights. It can be found here:
    There are probably alternatives available.
If this doesn't help then try to write out a list of steps, starting with "make a new project" and ending with "now you see the problem". If we can't reproduce the problem, it is very difficult to guess what the cause or solution might be.
 

ATT_Turan

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Mine is the same line except it's in an autostart.
...
Second page is just this.
Are you sure it's not just an error with your event? It's weirdly structured - you put the first command to be the variable that meets the condition for page 2, so I'm a little surprised that you ever see the jump.

Do you still see your issue if you fix it to put the control variable on the bottom?
 

caethyril

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@ATT_Turan - it should work OK as-is, but it's worth checking.

When an event starts, it puts its commands into the relevant interpreter. Autostart events run through the main/shared interpreter: a change of page does not clear the main interpreter. By contrast, Parallel events stop immediately on page change, because they run through an interpreter on the event itself, and that interpreter gets refreshed when the event changes page.
 

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