This script allows you to set move routes for your followers using events. The intention was to make it easier for your to create your cut-scenes, designating a move route for a particular follower in your party.
In addition to simple move routes, you can also change the “follower sync” settings. By default, followers inherit these properties from the leader:
- Move speed
- Move frequency
- Walk animation flag
- Step animation flag
- Direction Fix
- Blend type
You can unsync followers from the leader so that they can move at their own speeds and determine their own properties.
Script: download here
In the script editor, place this script below Materials and above Main
To set the move route for a follower, first create a comment with the line
<move character: x>
Where x is a negative number representing a member of the party.
-1 is the leader, -2 is the follower behind the leader, etc.
Then create a “set move route” command as usual. The move route will
automatically be applied to the specified follower.
Follower Sync Settings
To turn on leader sync’ing, in a follower move route, make the script call
To turn it off, make the script call in a follower move route
By default, followers will chase after the person they are following.
If you would like to disable this, make the script call
chase_leader(true) - enable leader chasing chase_leader(false) - disable leader chasing
So for example if you want your followers to stop following the leader,
you would create a follower move route for the second member and disable
I have got a problem when using this script. I add Through ON on follower’s move route and OFF at the end of its movement. But after this, i can never enter a vehicle and the actor stucks.
You need to make sure that your follower can actually move towards the vehicle. If you’re turning on transparency so that the follower can go through a wall, but they can’t come back when you try to board a vehicle, it will get stuck while the game waits for the follower to gather.
I have figured it out that it was my fault. The followers are already able to move through anything, but i manually turned their Though OFF so they could not enter vehicles. Thank you for your reply and sorry for bothering you.
Does this work on balloon icons also?
So i tried it out works wonderfully, however if i put the script call before a balloon icon it still shows for the player. Is there any way you could work on a fix i would be willing to pay.
I don’t understand the issue you are having. What still shows for the player?
So the balloon icon, like say “anger” if i put the move follower command in front of it. It will show above the actual player’s head. Not the intended follower.
I hope that makes more sense.
Hime, I do not know what happens, I tried several ways but the error is always imminent.
could confer? I can not use "chase_leader (false)", "chase_leader (true)", "sync_to_leader" and "unsync_to_leader".
I tried several ways, but it is not working here. Or there is some error, or I could not understand.
You need to use them as script calls in move route.
Tell me, you could reconcile with the "Pixel Movement" Victor?
Apparently it's nothing serious, just the follower insists on following what is in front.
Move followers (2), is UP.
Followers (3) hold the "Followers (2)"
The demo is understandable =)
I don't know how the pixel movement script works. You'll have to see if someone else can figure out what the problem might be.
I don't understand what I am suppose to do. I put chase_leader(false) – disable leader chasing in the move Route but I just get an error. I put the script where you said to as well.
Says that I was missing a bracket or something. I'd test it and Id just get an error message saying that and the test window would shutdown
You only need the "chase_leader(false)" part
This is a great script. There's just one thing I can't figure out on my own: Does it work with balloon icons?
I know I can put "$game_map.events.balloon_id = 1" in a move route and it will show the exclamation mark over the event with ID2. But followers don't have event IDs. So can I do the following:
A party of 2. The follower moves 3 times to the right and then an exclamation appears on top of the follower.
Can I do that, or do I need to come up with a workaround?
Rather than using absolute references, you should be able to reference "the follower itself"
It works! Thank you!
I actually tried that on my own, but it didn't work because I was using balloon_id = 1 instead of @balloon_id = 1 Silly me!
Sounds like this is one step closer to my goal of a follower system similar to that of Live-A-Live and Dragon Quest 5 and 6, where parties larger than 2 members will not necessarily travel in a snake formation.
Found a bug. When a follower's chase_leader variable is set to false (which is default in this update), calling set move route for said follower will freeze the character. I guess this is because setting chase_leader to false will make the follower skip update (the if "!@chase_leader return" bit), so the set move route never evaluated. My fix is to remove the check in update and alias the chase_preceding_character instead so it isn't evaluated when chase_leader is set is true.
Thanks, I was thinking there might be something wrong with not updating at all, and that was it. I've updated the script to implement the suggested changes.
But if I’m correct, with your movement speed script, you can’t tag objects with float values. I think the game is set to decide set numbers. Like that speed 1 is a certain move rate, and speed 2 is a certain move rate. It didn’t feel like 2.5 speed when I tagged it.
Not the movement speed script. Just manually set your followers using a script call in a move route.
I’ve updated the movement speed feature to support floats, and also followers (it assumes actor followers only). However it just looks like a big hack.
Thank you. Oh, wow, you’re right. They didn’t code the movement very good.
What would the compatability be with this and your
Feature: Movement Speed?
Wow, I really wish you could erase comments on here. I feel like such a spammer.
They are compatible. I tested for you.
I don’t know if I comment on here, or that topic.
It would be cool if I could tag a database object, or manually set it in a follower move route, and make like a big character move at 66% of the normal pace. So on the map you have to accommodate their pace so they don’t get left behind. Useful for puzzles or working so people don’t get ambushed (or if you’re playing an Action RPG) or those annoying missions where you’re protecting a useless slow person like “wait uppp, I can’t run as fast as youuu!” and then you lose the game when they die. Lol.
Would that be a commission or a consideration?
If it’s just a one-off thing you might as well just have an auto-run event change the follower move speed.
Ohhh, you put unsync_leader in the move route of the follower. Okay. Sorry. And thanks. It all works now. I myself might go in and change the call name to unsync_from_leader instead.
Yes, the name is ambiguous.
Now, you would put in the move route for the player
then in an move route you can event
Change Speed: 1
Change Graphic: ‘Behavior4’, 0
Change Blend Type: Add
Direction Fix ON
Walking Animation OFF
Stepping Animation OFF
Change Frequency: 1
and the 2nd member should do all those things then move left 3 paces, right?
Well the member only changed their graphic, was the blend type of Add for like half a second then reverted, then moved to the left. At a normal walking pace.
So I’m confused.
This doesn’t let you control the move speed, frequency, visibility, passability, (above character /below character /same as character), or letcha teleport. If I wanted to avoid using events instead of followers for certain reasons *shutters*, I’d have to avoid certain scenes. I know what you do to the character affects the followers. But if you want to make it so that the followers and the character have different effects, then that’s the problem. Like if there was a way to turn on and off the function where the game applies what is applied to the character to the followers.
I’ve updated the script so that you can “unsync” the followers from the leader. By default, move speed and other properties are based on the leader’s settings. Unsync’ing a follower allows it to use its own. Instructions have been updated to discuss this.
Moving a follower to a specific square via teleportation can be achieved using script call:
I can’t use Teleport or Change Event Position for the followers after the call
but more relevant,
if you run, the followers can’t keep up with you, and if you unsync the character and change their move speed to 2x faster, then they move faster than the character. I made sure this was on a game with no scripts, and I even tried making an event that sync’s the character then seeing if the followers can move at the same pace as the character when the character runs or walks, and it didn’t work.
Oops, I made it so that by default, followers are not sync’d, which is wrong. I’ve updated it so that followers are sync’d by default.
Also, oh, I didn’t realize that last part. But yeah the speed of the followers is glitchy
But the only other script I have is Neon blacks map tags and I tested it in the new file and it works. ; x ;
Just double checked by taking it out and I’m positive it isn’t that.TTxTT;
I don’t know what could be the problem then, if it works in a new project and you don’t think there is anything wrong with the current project.
There shouldn’t be anything wrong. It’s probably just murphys law screwing with me again x.x
The script was updated at some point to address the leader issue. See if the latest version works.
It doesn’t sadly. TTxTT In the newer project folders to test it it works fine still. I just dunno why it refuses to work.
Then you probably have compatibility issues with other scripts.
Sorry for the delay and yes it works in a new project. I’ll try starting it up again in a new game maybe that’ll help?
I dunno if because I’m doing something wrong but I can’t seem to get this to work right. I’ve followed your instructions but for some reason my leader won’t more anymore either even when I specify for them to move even though my follower does.
Try it in a new project. How are you moving your leader.
Ok I retried it in my project after seeing it work in the new project but it still doesn’t seem to work in my game for some reason….