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EasyRPG's "disembark vehicle" cmd doesn't operate the same as RM2K's #1429

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msikma opened this issue Oct 5, 2018 · 10 comments

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@msikma
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commented Oct 5, 2018

Tested in the stable version and in a more recent dev build (2aa5292). Same version I used to test my last bug.

This affects a game I was playing but I've made a minimal test case that reproduces the problem.

Potential duplicate of #1267


Name of the game:

Vehicle test

Player platform:

OSX

Attach files (as a .zip archive or link them)

Describe the issue in detail and how to reproduce it:

The player is on a boat, sailing on the water. You hit an event and the following commands are executed:

  • Move boat left, left, face up (the exact movement commands don't really matter, as long as you can walk a few tiles)
  • Ride/Disembark vehicle

In RM2k, the "disembark vehicle" command is executed immediately, before the move command is over. After disembarking it's the hero character that performs the move command.

This appears to only occur when the event is placed by the shore so that disembarking is possible right at the start.

RM2k: disembark, then hero walks left two tiles and faces up.

screen shot 2018-10-05 at 17 13 08

EasyRPG: does not disembark, boat goes left two tiles and faces up.

screen shot 2018-10-05 at 17 21 38

In the game I was playing this led to me being teleported to another map while still being a boat. 😄

@carstene1ns

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commented Oct 5, 2018

Hmm, seems like another corner case like the ones fixed by #1404.

@fmatthew5876

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commented Jan 6, 2019

It looks like the culprit is Game_Player::GetOnOffVehicle() which exits when !IsMovable(), which returns false when IsMoveRouteOverridden()

It looks IsMoveRouteOverridden() doesn't matter as it's 1 when the vehicle command is executed in RPG_RT but the actual move command hasn't started yet.

Probably GetOnOffVehicle() should be allowed if the player is not moving, regardless of whether move route is overriden or not.

Here is the data supporting this:

I changed the event to this:

Move: Boat, Left, Left, Turn Up
Wait 0.0s
Get On/Off Vehicle

Both player and RPG_RT move the boat and do not disembark when the movement is done.

I changed the event to this:

Get On/Off Vehicle
Loop:
  OpenSaveMenu

Both player and RPG_RT disembark, and the save menu waits for the disembark to finish before popping up.

I changed the event to this:

OpenSaveMenu
Move: Boat, Left, Left, Turn Up
Get On/Off Vehicle
Loop:
    OpenSaveMenu

RPG_RT:

OpenSaveMenu commands don't trigger while player is disembarking

Save vehicle move_commands.size() move_route_index remaining_step move_frequency move_route_override
1 1 0 0 0 0
2 0 3 0 0 1
3 0 3 1 224 8 1
4 0 3 1 192 8 1
9 0 3 1 32 8 1
10 0 3 1 0 8 1
11 0 3 2 224 8 1
17 0 3 2 32 8 1
18 0 3 2 0 8 1
19 0 3 3 0 8 0

Player:

Save vehicle move_commands.size() move_route_index remaining_step move_frequency move_route_override
1 1 0 0 0 2 0
2 1 3 0 0 8 1
3 1 3 1 224 8 1
4 1 3 1 192 8 1
9 1 3 1 32 8 1
10 1 3 1 0 8 1
11 1 3 2 224 8 1
17 1 3 2 32 8 1
18 1 3 2 0 8 1
19 1 3 3 0 8 1
@fmatthew5876

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commented Jan 6, 2019

❗️ Here is one that causes a bug in RPG_RT. Better to let pictures explain this one:

Move the event down 1 square:

Set Move Route, Freq 8, Player, Move Up, Move Left
Wait 0.0s
GetOnOffVehicle

Player moves up, starts disembark and faces left at the same time. Player faces left and is stuck in the water. The boat appears to move from the right. Player is stuck, the game is frozen and you can't move (not even with Ctrl) and you can't call the menu

There is one frame in between the 2 moves where the player will be facing up and remaining_steps == 0. I suspect this is what allows the disembark to trigger, but the player direction changes the same frame, causing the bug.

vehicle

In Player, the boat just moves up and left.

Here are similar permutations. Remember that Wait 1.0s == 6 frames.

Set Move Route, Freq 8, Player, Move Up, Move Left
GetOnOffVehicle

Boat moves up and left

Set Move Route, Freq 8, Player, Move Up, Move Left
Wait 0.0s
GetOnOffVehicle

This bug happens

Set Move Route, Freq 8, Player, Move Up, Move Left
Wait 1.0s
Wait 0.0s
GetOnOffVehicle

This bug happens, but with less animation glitches. Anything between waiting 1 to 7 frames triggers the bug.

Set Move Route, Freq 8, Player, Move Up, Move Left
Wait 1.0s
Wait 0.0s
Wait 0.0s
GetOnOffVehicle

Boat moves up, player disembarks, player moves left

Set Move Route, Freq 8, Player, Move Up, Move Left
Wait 1.0s
Wait 0.0s
Wait 0.0s
Wait 0.0s
GetOnOffVehicle

Boat moves up, and then left

@fmatthew5876

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commented Jan 6, 2019

Some frame by frame analysis:

OpenSaveMenu
Move: Boat, Move Up, Move Left
OpenSaveMenu
Get On/Off Vehicle
OpenSaveMenu
Save move_route_index remaining_step move_frequency move_route_override
1 0 0 8 0
2 0 0 8 1
3 1 0 8 1

Some frame by frame analysis:

OpenSaveMenu
Move: Boat, Move Up, Move Left
OpenSaveMenu
OpenSaveMenu
Get On/Off Vehicle
OpenSaveMenu
Save move_route_index remaining_step move_frequency move_route_override
1 0 0 2 0
2 0 0 8 1
3 1 224 8 1
4 1 0 8 1
OpenSaveMenu
Move: Boat, Move Up, Move Left
OpenSaveMenu (x7)
Get On/Off Vehicle
OpenSaveMenu
Save move_route_index remaining_step move_frequency move_route_override
1 0 0 2 0
2 0 0 8 1
3 1 224 8 1
4 1 192 8 1
5 1 160 8 1
6 1 128 8 1
7 1 96 8 1
8 1 64 8 1
9 1 0 8 1
OpenSaveMenu
Move: Boat, Move Up, Move Left
OpenSaveMenu (x8)
Get On/Off Vehicle
OpenSaveMenu
Save move_route_index remaining_step move_frequency move_route_override
1 0 0 2 0
2 0 0 8 1
3 1 224 8 1
4 1 192 8 1
5 1 160 8 1
6 1 128 8 1
7 1 96 8 1
8 1 64 8 1
9 1 32 8 1
10 1 0 8 1

From this, it looks like we decrement remaining_step first. Then if remaining_step == 0, we initiate a new disembark which moves one square forward. If remaining_step != 0, we disembark by continuing the current move, which gets us stuck in the water.

This looks like an RPG_RT bug.

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commented Jan 6, 2019

Here is a study of the airship GetOnOffVehicle behavior.

Conclusions:

  • GetOnOff while ascent or descent is happening is ignored
  • GetOnOff while moving interrupts the move animation, forces it to finish, and also doesn't wait for stop_count if the move_frequency < 8. This happens whether you can land on the tile or not.
  • GetOnOff also interrupts wait move commands.
  • The interpreter will not wait for GetOnOff ascent/descent to finish. It continues to the next event command immediately.
  • The airship event itself moves as if through is always on. You can make it move and jump anywhere on the map if its not boarded by the player.
  • ❗️ Jump doesn't animate properly when the player has boarded the airship. The airship will teleport to the last tile and animate into it as walking.

Analysis:

Parallel map event with this:

If is in airship:
  Set Move Route, Airship, Freq8, Right
  WAIT
  Get On/Off Vehicle
  Loop:
    If is in airship:
      Wait 0.0s
    Else
      BreakLoop
  EndLoop
EndIf

Now board the airship with this event active.

Note: the airship ascent takes 32 frames, airship movement happens in 4 frames, player movement in 8 frames. Wait 0.1s advances 6 frames, Wait 0.0s advances 1 frame.

WAIT frames Result
0 Airship moves right
31 Airship moves right
32 Airship lands, player moves right
33 Airship moves right with no animation, then lands
35 Airship moves right with last frame cutoff, then lands
36 Airship moves right, then lands

Now change the move route to

Set Move Route, Airship, Freq8, Right, Right
WAIT frames Result
32 lands, player moves right, right
33 Airship moves right (animation cutoff), lands, player moves right
35 Airship moves right (animation cutoff), lands, player moves right
36 Airship moves right, lands, player moves right
37 Airship moves right, right (cutoff), lands
40 Airship moves right, right, lands

Now change the move route to

Set Move Route, Airship, Freq7, Right, Right
WAIT frames Result
32 lands, player moves right, waits 4 frames, right
33 Airship moves right (animation cutoff, no wait), lands, player moves right
35 Airship moves right (animation cutoff, no wait), lands, player moves right
36 Airship moves right (no wait), lands, player moves right
37 Airship moves right, waits 1 frame, lands, player moves right
39 Airship moves right, waits 3 frames, lands, player moves right
40 Airship moves right, waits 4 frames, lands, player moves right
41 Airship moves right, right (animation cutoff, no wait), lands

Now change the move route to

Set Move Route, Airship, Freq8, Right, Right

Change the tile to the right of the airship to something that can't be landed on.

WAIT frames Result
32 lands, player faces right and gets stuck (can't move)
33 Airship moves right (animation cutoff, no wait), descend, ascend, airship moves right
35 Airship moves right (animation cutoff, no wait), descend, ascend, airship moves right
36 Airship moves right, descend, ascend, airship moves right
37 Airship moves right, right (animation cutoff), lands

Now change the move route to

Set Move Route, Airship, Freq8, Wait, Right

Change the tile to the right of the airship to something that can be landed on.

WAIT frames Result
32 lands, player waits, player moves right
33 waits 1 frame, lands, player moves right

Now change the move route to

Set Move Route, Airship, Freq8, Jump, Right, Right, Right, Land

Change the tile to the right of the airship to something that can be landed on.

WAIT frames Result
32 lands, player jumps
33 immediately appears at jump destination, lands ❗️
36 skips to animating onto jump destination, lands ❗️

Now create a new event with this

Set Move Route, Airship, Freq8, Jump, Left, Left, Land

Talk to the event, the airship will jump. Keep talking, the airship will continue jumping, into water, mountains, anything.

Frame by frame study of:

If in airship:
  Set Move Route, Airship, Freq8, Right
  WAIT 33 FRAMES
  Get On/Off Vehicle
  Loop:
    OpenSaveMenu
Save airship remaining step remaining descent
1 128 256
2 64 256
3 0 256
4 0 248
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commented Jan 6, 2019

I've made a simplified test to nail down the boat behavior

Conclusions:

  • GetOnOffVehicle always checks whether you can disembark onto the next tile (position, direction). If the next tile cannot be disembarked on, the command is ignored.
  • GetOnOffVehicle doesn't care if you're in an active move route or not.
  • The interpreter will wait for GetOnOffVehicle movement to finish before continuing to the next event command.
  • ❗️ When GetOnOffVehicle is used during an active move (remaining_steps > 0), whether the disembark can occur is checked against the next tile, but then the actual disembark happens on the same tile in the water. Both the player and vehicle finish the current walking animation, but since disembark forces the vehicle to face left, you see it animating from the right outside of the player. (RPG_RT bug)
  • ❗️The ship and boat will not jump if boarded by the player. Using a jump move command on the Player or the Vehicle will cause it to appear at the destination. Jump commands work on vehicles the player has not boarded.

Analysis:

Setup a map with 5 vertically stacked tiles like this. All other tiles water.

Tile Event
Grass
Water
Water Event (see below)
Water Ship Start
Grass Player Start

Now create the player touch event

Move Route, Freq8, Ship, Move Up
WAIT
Get On/Off Vehicle

Get on the ship and step onto the event

WAIT Result
0 Ship moves
1 Ship partially moves for 1 frame, Player disembarks into the water ❗️
7 Ship partially moves for 7 frames, Player disembarks into the water ❗️
8 Ship moves, Player disembarks onto land

Now change the move route to this

Move Route, Freq8, Ship, Move Right
WAIT Result
0 Ship moves
1 Ship moves
7 Ship moves
8 Ship moves

Now change the event to this

Move Route, Freq8, Ship, Move Up
Wait 0.0s
Get On/Off Vehicle
Open Menu Screen
Open Save Menu
Battle Processing: Slime x2

Player disembarks into the water. Only when disembark animation is finished, then the menu appears, followed by save menu, followed by battle.

Now change the touch event to this:

Move Route, Freq8, Ship, Move Up
Wait 0.0s
Get On/Off Vehicle

Add this parallel map event:

If is in ship:
  Loop:
    If not is in ship:
      OpenSaveMenu

Now step onto the touch event. As soon as the disembark starts, the OpenSaveMenu loop will start.

Now change the touch event to this. Add a grass tile 4 tiles to the right of the touch event.

Move Route, Freq8, Ship, Jump, Right, Right, Right, Land
WAIT
Get On/Off Vehicle
Wait Result
0 Ship skips to animating movement to last tile ❗️
1 Player jumps into the water, ship animates onto the last water tile from the right (see gif) ❗️
4 First 4 frames of the (0) case, followed by last 4 frames of the (1) case ❗️
10 Player appears in the water ❗️
11 (0) case, then player disembarks onto grass

vehicle4

Create a sprite event to the right of the player start with this:

Move Route: Ship, Jump, Left, Left, Land

Talk to the event. The ship will jump 2 tiles to the left.

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commented Jan 6, 2019

All that was only for disembark, now we need to test embark

Conclusions:

  • Embarking the airship doesn't happen when remaining_steps > 0. You have to be completely on the tile.
  • Embarking the ship has the same glitch as disembark when remaining_steps > 0. You can embark on the grass if you do it mid walk animation.
  • Embark during a move with move_frequency < 8 interrupts any remaining stop_count frames.

Analysis:

Setup these horizontal tiles:

Tile Event
Grass
Grass Airship
Grass Touch Event
Grass Player

Setup the event with this:

Move Route, Freq8, Player, Left, Left
WAIT
Get On/Off Vehicle
Wait Result
0 Player moves left, left
1 Player moves left, left
7 Player moves left, left
8 Player moves left, ascends, airship left
9 Player moves left, left

Setup the event with this:

Move Route, Freq7, Player, Left, Left
WAIT
Get On/Off Vehicle
Wait Result
0 Player moves left, left
1 Player moves left, left
7 Player moves left, left
8 Player moves left, ascends, airship left
9 Player moves left, waits 1 frame, ascends, airship left
12 Player moves left, waits 4 frames, ascends, airship left
13 Player moves left, left

Setup these horizontal tiles:

Tile Event
Water
Water Ship
Grass
Grass Touch Event
Grass Player

Setup the event with this:

Move Route, Freq8, Player, Left
WAIT
Get On/Off Vehicle
Wait Result
0 Player moves left
1 Player moves left 1 frame, embarks the ship on the grass (see gif) ❗️
7 Player moves left 7 frames, embarks the ship on the grass ❗️
8 Player moves left, embarks
9 Player moves left, embarks

vehicle6

Setup the event with this:

Move Route, Freq8, Player, Left, Left
WAIT
Get On/Off Vehicle
Wait Result
0 Player moves left, stuck
1 Player moves left 1 frame, embarks ship on the grass, ship moves left to the water (see gif) ❗️
7 Player moves left 7 frames, embarks ship on the grass, ship moves left to the water ❗️
8 Player moves left, embarks, ship left
9 Player moves left, embarks, ship left

vehicle5

Setup the event with this:

Move Route, Freq8, Player, ThroughON, Left, Left
WAIT
Get On/Off Vehicle
Wait Result
0 Player moves left, left
1 Same as non-through ❗️
7 Same as non-through ❗️
8 Same as non-through
9 Player moves left, left
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commented Jan 6, 2019

We're not done, what happens if we can embark multiple vehicles?

Conclusions:

If multiple vehicles can be boarded, the order of precedence is:

  1. Airship
  2. Ship
  3. Boat

Analysis:

Setup these vertical

Tile Event
Water Ship
Grass Airship
Grass Touch Event
Grass Player

Setup the event with this:

Set Vehicle Location of Boat to same tile as ship
Move Route, Freq8, Player, Up,
WAIT
Get On/Off Vehicle
Wait Result
0 Player moves up
1 Player moves up, boards ship on the grass ❗️ (see gif)
7 Player moves up, boards ship on the grass ❗️
8 Player moves up, boards airship
9 Player moves up, boards airship

vehicle7

This can also be tested using player controls

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commented Jan 6, 2019

@CherryDT Lots of RPG_RT bugs for you. I marked them all with ❗️

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commented Jan 7, 2019

Thank you for the really excellent work to figure out exactly what's going on under the hood 👏 Really impressive!

@fmatthew5876 fmatthew5876 referenced this issue Jan 12, 2019
112 of 113 tasks complete

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Jan 27, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Jan 27, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 6, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 6, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 6, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 6, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

@fdelapena fdelapena modified the milestones: 0.6.0, 0.6.x Feb 6, 2019

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 9, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 9, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

@Ghabry Ghabry added the Move Routes label Feb 12, 2019

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 16, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Feb 16, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 4, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 5, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 5, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 6, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 6, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 10, 2019

Fix GetOnOffVehicle behavior
* Allow GetOnOff commands in more situations - like RPG_RT
* Fixes: EasyRPG#1429

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Mar 10, 2019

Fix airship descent mid-move
Part of EasyRPG#1429. RPG_RT allows you to land the airship
from an event while the player/airship is moving as part of a move
route.

In RPG_RT, this causes graphical glitches as the descent causes
the airship sprite to warp to the tile and change direction before
finishing its walk animation. This set of changes fixes those
graphical glitches in Player while still allowing the same
event behavior to occur.
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