Roguelike Movement

Bells

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Roguelike movement, as in the player only moves one tile at a time and events only being able to move when the player does.
I found a couple of scripts that does something similar to that for VX ace, but nothing for MV sadly. I've tried finding a way to do it through eventing, but it seems scripting is required, unless I'm missing something.

Any help would be greatly appreciated, - thanks in advance!
 

Poryg

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Scripting is not required. You can achieve that through events too.
Simply have a parallel process common event that searches for directional input.
So you'll have 4 conditional branches, one for each direction.
Each of these conditional branches is the same:
turn switch on, call that switch "Hero moving"
move hero 1 square in that direction, wait for movement is on, skip if cannot move is on
turn the switch off.
Then the events will have two pages. First will be a static one, second will be the moving one. The moving one has switch "Hero moving" as activation condition.
 

Bells

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That was exactly what I was looking for, and all in clever eventing instead of scripting. amazing!
Thank you for the quick response, Poryg!
 

Poryg

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You're welcome. There are many things you can do solely through eventing, you just need to know the engine's capabilities :)
 

Bells

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Okay, now I've got a second problem. also, sorry mods, I reported this as solved prematurely :kaodes:
The key input sometimes doubles on top of the evented movement. meaning the player moves two steps when they're only supposed to move one, I could solve this by making the event that runs the common event be set on autorun, but then the player can't interact with anything else, and anything that isn't a parallel process freezes.

Once again, I can't find anything that disables the key input without actually disabling the keys, which is not what I want as they're still being used to trigger the custom movement. and there doesn't seem to be anything in the way of eventing to disable movement based on key inputs without halting the entire game.
 

Poryg

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Add a small wait command to the front of the event, perhaps 6 frames. Also make sure that the move commands have Wait for movement checked in case it isn't :)
 

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Reopened at OP's Request

 

Bells

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Thanks. sorry about that, mods.:kaodes:
Seems the key input for walking is checked before the move route plays, even if I put a wait command in front of it.
I already have it on wait for completion on the move route command. Unless there's a way to disable the standards keyboard movement
through eventing I'm pretty sure this is gonna require an actual script edit of some sort.

What I'm looking for is something that disables the player moving from keyboard input, but doesn't actually disable the keys itself, as they're still being used to trigger the custom movement system.
 
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