I'm trying to set up a scene where the characters are going down a long corridor, speaking with each other. I've got a parallel process event driving the characters forward one 'move left' at a time. The problem is that I don't know how long the player will want to leave the text on the screen, so I thought I'd try to wrap the map left/right to keep the characters going instead of having them stop at the X=0 point.
I did manage to find a map wrapping script online, but I'm still running into the 'stop at X=0' problem - when moving the characters manually, they can cross the left/right boundary with no problem, but the move event command doesn't process across it, presumably because it's still treating the 'X-1' motion as an invalid value.
Below is the code I believe covers the left/right motion at the left edge of the map - what changes do I need to make to this to permit it to allow a move event command to carry the player, or another sprite, across that boundary?
I did manage to find a map wrapping script online, but I'm still running into the 'stop at X=0' problem - when moving the characters manually, they can cross the left/right boundary with no problem, but the move event command doesn't process across it, presumably because it's still treating the 'X-1' motion as an invalid value.
Below is the code I believe covers the left/right motion at the left edge of the map - what changes do I need to make to this to permit it to allow a move event command to carry the player, or another sprite, across that boundary?
Code:
def refresh_left
unless $game_temp.outside_array[$game_map.map_id]
else
if $game_player.real_x == 0
if Input.press?(Input::LEFT)
def $game_player.passable?(x, y, d)
return true
end
@left_trigger = true
end
end
end
end