Yesterday, 03:56 PM
(This post was last modified: Yesterday, 03:57 PM by DerVVulfman.)
Fukuyama's you say? Yeah, I know. No one thought about adding such features into Fukuyama's script despite it being the oldest known, preferring to make their own systems.
HOWEVER... That's just on them being too lazy to do any investigation to see what the heck could be done!!!
This coupled with making an event to trigger a script call:
I used this in a blank project that forces Basil, Gloria and Hilda to follow the player; Gloria being "Train" party member ID #1.
And with this simple call, it makes Gloria takes one step to the left.
Again, her ID in the Train Actor script is ID #1. This is different than her being "Game"_Party actor #2 as the Train Actor script is really just concerned with the character sprites and not the Actor HP/SP data.
And the line in this simple script character.move_left could be replaced with character.turn_left which would make her face the left rather than taking a step forward. the 'turn_left' portion refers to one of the dozens of movement methods within Game_Character.
By this, one could suggest that most any of the movement commands from Game_Character, or a custom move_traine_route system could be introduced
with the exception of controlling an NPC's "transparency" and "step_anime" flags as Fukuyama's code have those hardwired and repeatedly updated/refreshed.
HOWEVER... That's just on them being too lazy to do any investigation to see what the heck could be done!!!
Code:
#==============================================================================
# ** Train_Actor : Game_Party_Module
#------------------------------------------------------------------------------
# This module within the Train_Actor module controls on-screen party members
# that follow the player. It is included within the $game_party class.
#==============================================================================
module Train_Actor::Game_Party_Module
#--------------------------------------------------------------------------
# * Move Left
# id: party member ID
#--------------------------------------------------------------------------
def make_me_move_left(id)
#
character = @characters[id]
character.move_left
#
end
endThis coupled with making an event to trigger a script call:
Code:
$game_party.make_me_move_left(1)I used this in a blank project that forces Basil, Gloria and Hilda to follow the player; Gloria being "Train" party member ID #1.
And with this simple call, it makes Gloria takes one step to the left.
Again, her ID in the Train Actor script is ID #1. This is different than her being "Game"_Party actor #2 as the Train Actor script is really just concerned with the character sprites and not the Actor HP/SP data.
And the line in this simple script character.move_left could be replaced with character.turn_left which would make her face the left rather than taking a step forward. the 'turn_left' portion refers to one of the dozens of movement methods within Game_Character.
By this, one could suggest that most any of the movement commands from Game_Character, or a custom move_traine_route system could be introduced
with the exception of controlling an NPC's "transparency" and "step_anime" flags as Fukuyama's code have those hardwired and repeatedly updated/refreshed.

![[Image: QrnbKlx.jpg]](https://i.imgur.com/QrnbKlx.jpg)
![[Image: sGz1ErF.png]](https://i.imgur.com/sGz1ErF.png)
![[Image: liM4ikn.png]](https://i.imgur.com/liM4ikn.png)
![[Image: fdzKgZA.png]](https://i.imgur.com/fdzKgZA.png)
![[Image: sj0H81z.png]](https://i.imgur.com/sj0H81z.png)
![[Image: QL7oRau.png]](https://i.imgur.com/QL7oRau.png)
![[Image: uSqjY09.png]](https://i.imgur.com/uSqjY09.png)
![[Image: GAA3qE9.png]](https://i.imgur.com/GAA3qE9.png)
![[Image: 2Hmnx1G.png]](https://i.imgur.com/2Hmnx1G.png)
![[Image: BwtNdKw.png%5B]](https://i.imgur.com/BwtNdKw.png%5B)