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More FPS agnosticism, fixed pause after finishing an event's repeating move route
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@@ -68,11 +68,12 @@ class Game_Follower < Game_Event
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# Can't walk over the middle tile, but can walk over the end tile; jump over
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if location_passable?(self.x, self.y, direction)
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if leader.jumping?
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@jump_speed_real = leader.jump_speed_real
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self.jump_speed = leader.jump_speed || 3
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else
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# This is doubled because self has to jump 2 tiles in the time it
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# takes the leader to move one tile.
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@jump_speed_real = leader.move_speed_real * 2
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self.jump_speed = leader.move_speed || 3
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# This is halved because self has to jump 2 tiles in the time it takes
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# the leader to move one tile
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@jump_time /= 2
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end
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jump(delta_x, delta_y)
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else
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@@ -105,6 +106,21 @@ class Game_Follower < Game_Event
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end
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end
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# Ceases all movement immediately. Used when the leader wants to move another
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# tile but self hasn't quite finished its previous movement yet.
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def end_movement
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@x = x % self.map.width
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@y = y % self.map.height
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@real_x = @x * Game_Map::REAL_RES_X
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@real_y = @y * Game_Map::REAL_RES_Y
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@move_timer = nil
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@jump_timer = nil
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@jump_peak = 0
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@jump_distance = 0
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@jump_fraction = 0
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@jumping_on_spot = false
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end
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#-----------------------------------------------------------------------------
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def turn_towards_leader(leader)
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@@ -113,6 +129,7 @@ class Game_Follower < Game_Event
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def follow_leader(leader, instant = false, leaderIsTrueLeader = true)
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return if @move_route_forcing
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end_movement
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maps_connected = $map_factory.areConnected?(leader.map.map_id, self.map.map_id)
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target = nil
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# Get the target tile that self wants to move to
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