Comments (2)
I've just pushed a fix for the dependent events disappearing instead of following you. The dependentEvents
array wasn't being created properly.
As far as ledges go, the problem is that an event/player moves at walking speed while jumping over a ledge, meaning the player could run away while the following event is still jumping, resulting in the event making illegal moves to try to catch up to the player. Since a ledge jump involves travelling two tiles, the dependent event's jump would need to be twice as fast as the player's movement speed away from the bottom of the ledge (whether they're walking or running) to keep up - this is what the following mon does in HGSS. It's inelegant but it's the only way to avoid problems.
As far as implementing this behaviour, I personally won't. I'm not familiar with the dependent event scripts, aside from knowing that they'd benefit from a complete rewrite, so I'm happy to put this fix off until that happens. Everywhere in DPPt where the player is accompanied by another trainer, there are no ledges to jump over (thus avoiding this problem), so my advice is to not mix followers with ledges, at least for now.
from pokemon-essentials.
I've just pushed a fix for the ledge jumping speed. Dependent events now perform the whole jump in the same time the player takes to make their next move (a la HGSS). It makes for super-fast jumps (if the player isn't immediately making another jump), but at least the dependent event keeps up now.
I've also fixed dependent events not always looking where they're going, i.e. turning to face the player at the start of a step rather than at the end.
from pokemon-essentials.
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