Modification of TDS's "Move Event with Player" Script

Robert-Character Creator

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Hello! I'm using the script in the title, where you can configure an event to follow the movements of the player, as well as a Free Movement script. I'm using it for just that; a table event that the player can push or pull. However, should the table hit any wall or other event and be unable to move, the player still can, meaning that they can become de-synced. This usually leads to the player being trapped up against the table, unable to move forward or back. What I'm requesting is either a modification of this script to add a "Player cannot move if event cannot move" functionality, or the instructions to do so myself.

Thank you, as always, in advance for any help!
 

Roninator2

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does the <Player_Move_Wait> not work for you?
 

Robert-Character Creator

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I believe it's working, but I suspect it sees "cannot move" as being done, thus letting the player move.
 

Kes

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I have no guarantee that this will work, but I did something slightly similar where a player could push an object and, if it hit a wall, could pull it back. The method for doing that probably doesn't interest you, but what might help is this.

To do that I put it inside a conditional which checked if the tile ahead was passable or not. The script call check for it is this.
e = $game_map.events[@event_id]; e.passable?(e.x, e.y, $game_player.direction)

Depending on how you are activating the table, you might be able to put the command inside a conditional using this.
 

Robert-Character Creator

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Thank you. I'll test it later today. The player can push or pull, depending on what arrow key they're holding; the problem is when they get too close to the table and become unable to move at all. The table is activated using a normal :C input.
 

Robert-Character Creator

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Okay, I've tried a couple of setups, but they didn't work out. Really, I'm unsure of how I'm supposed to use this. Here's a screenshot of my event.

Example 8.png
 

ZirconStorms

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Can you send a demo with what you have?
 

ZirconStorms

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https://www.dropbox.com/s/zq1qb272lt7ebn8/Project4_bis.exe?dl=0

Walk to the right, use the crystal. The event in question is the table; push it into a wall or event to see the effect I'm referring to.
This is one of the buggiest demos for anything I've ever seen. I will try to get this feature done for you, but i'll be testing it in a blank game project. If it breaks in your game build then it has to be an optimization/compatibility problem.

It looks like you have 80+ scripts in there; nothing wrong with having a lot of extra third-party code but you seriously need to specify that you're working with more than just the default engine. Anyways I noticed sprite jitter / camera jitter, slow movement, opening the console gives me a few bugs already. Pressing F12 gives me a bug for Galv's Layer graphics, your character's walk animation is super wonky at random intervals. Not sure if this was intentional but the walk cycle feels impossibly slow, too. I put the table in a blank map with just some floor tiles, and if you walk diagonally down, the table goes diagonally upwards.
 

Robert-Character Creator

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...Ouch.

-There's several scripts involved in making the table work, so of course putting it in a blank project with only a couple scripts will break it. You shouldn't be able to move diagonally at all when using the table, in fact.
-I'm also aware of the jittery-ness of using the table; it's on my buglist but isn't a high priority.
-The slow movement is intentional; the character is small and is moving a large table on their own.
-I'll look into the F12 problem. I haven't experienced issues with it before but thank you for alerting me. (Edit: F12 is working for me; I'm not experiencing the issue.)
-I'm not sure what you mean by wonky. There is currently only one diagonal walk finished, so I assume you're referring to the temporary graphics.
-The character is walking at a realistic speed, which feels terribly slow, I know. The game is normally zoomed-in some to counteract that, but the feature is disabled temporarily.

Despite all that, thank you for your help. I really appreciate it.
 
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ZirconStorms

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...Ouch.

-There's several scripts involved in making the table work, so of course putting it in a blank project with only a couple scripts will break it. You shouldn't be able to move diagonally at all when using the table, in fact.
-I'm also aware of the jittery-ness of using the table; it's on my buglist but isn't a high priority.
-The slow movement is intentional; the character is small and is moving a large table on their own.
-I'll look into the F12 problem. I haven't experienced issues with it before but thank you for alerting me. (Edit: F12 is working for me; I'm not experiencing the issue.)
-I'm not sure what you mean by wonky. There is currently only one diagonal walk finished, so I assume you're referring to the temporary graphics.
-The character is walking at a realistic speed, which feels terribly slow, I know. The game is normally zoomed-in some to counteract that, but the feature is disabled temporarily.

Despite all that, thank you for your help. I really appreciate it.
Yeah no worries. I get that you need to slim down game assets/code for sharing bugtesting demos, but your game seems to have major bugs that have to be addressed. Also, if the neither the player and event cannot move once the event gets stuck, how does the game progress at all?
 

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