RpG LoVeR

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Put it like any script you use under "Materials" and before "Main process", and you are good to go (I tested it and it works).
remember to change the "1" to the number of the switch you want to use to turn this on or off.
Yea i know, thanks man i will try it straight away!
 

RpG LoVeR

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I can still skip the text tho....are you sure that you tested it and worked?
 

mdqp

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So you turned the switch to on, and the text was still skippable? When I did it, I couldn't fast forward the text, and was forced to wait until it was displayed at its normal pace.
 

RpG LoVeR

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So you turned the switch to on, and the text was still skippable? When I did it, I couldn't fast forward the text, and was forced to wait until it was displayed at its normal pace.
O...wait...i thought that this script is make it unable to you to disapear the text with z or enter until the switch is off....
 

CoGDork

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I wonder if it would be possible to make this compatible with Victor Engine - Pixel Movement? I tested it with that just to make sure, and as I figured the stairs stopped working regardless of which order I placed the scripts in until I deleted the VE one.
 

Canini

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This one looks really fun and useful, I am giving this a go when I come home. I am designing a treetop area with slating branches, it should work marveously for that.
 

Kes

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@CoGDork The OP has not been on the site for nearly 4 years, so it is unlikely that a compatability patch will be made by them.

I suggest that you start a thread for it in RGSS3 Script Requests, linking back to here.
 

UncannyBoots

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Would there possibly be a compatibility fix for Neon Black's "Smart(er) Followers" script?
 

Roninator2

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compatibility fix for Neon Black's "Smart(er) Followers" script?
Why does it need a compatibility fix?
nevermind. a quick test shows that the followers do not follow on the stairs.
*update
Fixed. Requires two things. (rudimentary solution)
one - all platforms at the end of stairs require no region tags. (in galv's demo the stairs have the tag 10. but the stairs in the middle is only one square long.)
This code fix will not work if you try to change direction (like in the demo) on the stairs with a region tag on it.

Ruby:
class Game_Player < Game_Character
  def update
    last_real_x = @real_x
    last_real_y = @real_y
    last_moving = moving?
    ## Original location of "move_by_input".
    super
    update_scroll(last_real_x, last_real_y)
    update_vehicle
    update_nonmoving(last_moving) unless moving?
    move_by_input
    if $game_player.on_stairs?
      @through = true
    else
      @through = false
    end
    @followers.update
  end
end
without this the player will continue to move and get stuck on the right.
@UncannyBoots
I Found a better solution, still not perfect as it doesn't allow you to turn through on manually. (I think) Fixed
Ruby:
# ╔═════════════════════════════════════╦════════════════════╗
# ║ Title: Followers on Stairs          ║  Version: 1.00     ║
# ║ Author: Roninator2                  ║                    ║
# ╠═════════════════════════════════════╬════════════════════╣
# ║ Function:                           ║   Date Created     ║
# ║                                     ╠════════════════════╣
# ║ Script compatibility fix            ║    31 Jan 2021     ║
# ╚═════════════════════════════════════╩════════════════════╝
# ╔══════════════════════════════════════════════════════════╗
# ║ Requires: Neon Black Smart Followers                     ║
# ║           FenixFyre Stair Movement                       ║
# ╚══════════════════════════════════════════════════════════╝
# ╔══════════════════════════════════════════════════════════╗
# ║ Instructions: Put below both scripts                     ║
# ║                                                          ║
# ║ Fixes glitch where followers do not follow the           ║
# ║ player on stairs                                         ║
# ╚══════════════════════════════════════════════════════════╝
# ╔══════════════════════════════════════════════════════════╗
# ║ Updates:                                                 ║
# ║ 1.00 - 31 Jan 2021 - Initial publish                     ║
# ╚══════════════════════════════════════════════════════════╝
# ╔══════════════════════════════════════════════════════════╗
# ║ Terms of use:                                            ║
# ║ Follow the Original Authors terms                        ║
# ╚══════════════════════════════════════════════════════════╝

class Game_Player < Game_Character
  def update
    last_real_x = @real_x
    last_real_y = @real_y
    last_moving = moving?
    super
    update_scroll(last_real_x, last_real_y)
    update_vehicle
    update_nonmoving(last_moving) unless moving?
    if $game_player.on_stairs?
      @through = true
      if (Input.dir4 == 6) && (($game_map.region_id(x+1,y+1) != StairsRegionID) && ($game_map.region_id(x+1,y-1) != StairsRegionID))
        @through = false
      end
      if (Input.dir4 == 4) && (($game_map.region_id(x-1,y+1) != StairsRegionID) && ($game_map.region_id(x-1,y-1) != StairsRegionID))
        @through = false
      end
      move_by_input
      @followers.update
      @through = false 
    else
      move_by_input
      @followers.update
    end
  end
end
next update should be complete
 
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