fun fact: the move_to_target flag isn't actually detected by the engine, if you put in 'potato' it'd do the same thing.
here's movetotarget original code
Code:
//==============================
// * move to Target
//==============================
Game_Character.prototype.moveToTarget = function(x,y,hPlus,target,through) {
if (x === null) {return};
if (y === null) {return};
if (!target && !this.battler()) {return}
if (!target) {var target = this.getTargetCN()};
if (!target) {return};
if (!hPlus) {hPlus = 0};
var prethrough = this._through;
var predirectionFix = this._directionFix;
var preDirection = this._direction;
var through = through != null ? through : false;
var pos = this.isXYavailableMove(x,y,target,through)
this._through = false
this._direction = preDirection
this._directionFix = true;
this._x = pos[0];
this._y = pos[1];
this.jumpexch(0,0,hPlus);
this._directionFix = predirectionFix;
this._through = prethrough;
};
It looks like if you put these lines after the x===null and y===null
x+= (this.x>target.x)-(this.x<target.x)
and
y+= (this.y>target.y)-(this.y<target.y)
It should work, but honestly I am not really well acquainted with chrono mode.
Haha
@Restart Thank you!! It is so funny you say that! Thank you I will try this out and fiddle around! Nice catch on that! Good job! I will edit my post soon as I can with progress!
Edit:
@Restart This not working unless I am going about it wrong it wrong.
//==============================
// * move to Target
//==============================
Game_Character.prototype.moveToTarget = function(x,y,hPlus,target,through) {
if (x === null) {return};
if (y === null) {return};
x+= (this.x>target.x)-(this.x<target.x);
y+= (this.y>target.y)-(this.y<target.y);
if (!target && !this.battler()) {return}
if (!target) {var target = this.getTargetCN()};
if (!target) {return};
if (!hPlus) {hPlus = 0};
var prethrough = this._through;
var predirectionFix = this._directionFix;
var preDirection = this._direction;
var through = through != null ? through : false;
var pos = this.isXYavailableMove(x,y,target,through)
this._through = false
this._direction = preDirection
this._directionFix = true;
this._x = pos[0];
this._y = pos[1];
this.jumpexch(0,0,hPlus);
this._directionFix = predirectionFix;
this._through = prethrough;
};