Can someone explain to me why this happens?
In Set Move Route, using the Jump command followed by a command that causes the Event to turn works fine.
In Set Move Route, entering jump(1,2) as a Script instead of a command causes an Event to turn early.
Suggestions?
You need a wait command before the turn command.
As to why that is, just look at Game_Character 3 under 'move_type_custom'. You'll quickly see that the problem is because of these:
when 14 # Jump
jump(command.parameters[0], command.parameters[1])
end
# If movement failure occurs when [Ignore if can't move] option is OFF
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index += 1
when 45 # Script
result = eval(command.parameters[0])
end
@move_route_index += 1
Using the command 'Jump' will not add onto @move_route_index while a script call will no matter what.
Quote from: KK20 on April 03, 2013, 12:28:44 pm
As to why that is, just look at Game_Character 3 under 'move_type_custom'. You'll quickly see that the problem is because of these:
when 14 # Jump
jump(command.parameters[0], command.parameters[1])
end
# If movement failure occurs when [Ignore if can't move] option is OFF
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index += 1
when 45 # Script
result = eval(command.parameters[0])
end
@move_route_index += 1
Using the command 'Jump' will not add onto @move_route_index while a script call will no matter what.
Exactly what I was looking for. Index was being advanced and executed prematurely.