SG Wait for Move Completion Fix
Version: 1
Introduction
This fixes "Wait for Move Completion". Without this script, if you assigned something a move route and told it to repeat (even if it was in other events), your game would hang when you used this command.
No more need for silly workarounds
Script
[/code]
Instructions
Insert the script under the defaults, above Main. You'll also be required to do some editing to the Interpreter class:
Note: Interpreter editing is generally for advanced scripters only. Don't get tempted to add more stuff to it without knowing what you're doing
Search and Find (in Interpreter 1):
This should be a line in the 150's somewhere.
Replace it with:
Happy RMXPing If you know any other bugs that should be fixed, let me know and I might.
Version: 1
Introduction
This fixes "Wait for Move Completion". Without this script, if you assigned something a move route and told it to repeat (even if it was in other events), your game would hang when you used this command.
No more need for silly workarounds
Script
Code:
[CODE]#==========================================================================
# ** SG Wait for Move Completion Fix
#==========================================================================
# sandgolem
# Version 1
# 22.07.06
#==========================================================================
#
# To use this script, copy it and insert it in a new section above "Main",
# but under the default scripts and the SDK if you're using it.
#
#==========================================================================
begin
SDK.log('SG Wait for Move Completion Fix', 'sandgolem', 1, '22.07.06')
if SDK.state('SG Wait for Move Completion Fix') != true
@sg_completionfix_disabled = true
end
rescue
end
if !@sg_completionfix_disabled
#--------------------------------------------------------------------------
class Game_Character
attr_accessor :sg_move_fix
alias sandgolem_completionfix_character_forcemr force_move_route
def force_move_route(move_route)
@sg_move_fix = nil
sandgolem_completionfix_character_forcemr(move_route)
end
alias sandgolem_completionfix_character_mtcustom move_type_custom
def move_type_custom
if @move_route.list[@move_route_index].code == 0
@sg_move_fix = true
end
sandgolem_completionfix_character_mtcustom
end
end
#--------------------------------------------------------------------------
end
Instructions
Insert the script under the defaults, above Main. You'll also be required to do some editing to the Interpreter class:
Note: Interpreter editing is generally for advanced scripters only. Don't get tempted to add more stuff to it without knowing what you're doing
Search and Find (in Interpreter 1):
Code:
if event.move_route_forcing
Replace it with:
Code:
if event.move_route_forcing && !event.sg_move_fix