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- class Game_Event < Game_Character
- def check_event_trigger_touch(x, y)
- return if $game_map.interpreter.running?
- follower_touch = false
- #---
- $game_player.followers.each do |follower|
- if follower.pos?(x,y)
- follower_touch = true
- break
- end
- end
- #---
- if @trigger == 2 && ($game_player.pos?(x, y) || follower_touch)
- start
- end
- end
- alias testtee_move_straight move_straight
- def move_straight(d, turn_ok = true)
- testtee_move_straight(d, turn_ok)
- check_event_trigger_touch(@x, @y)
- end
- end
- class Game_Player < Game_Character
- def start_map_event(x, y, triggers, normal)
- return if $game_map.interpreter.running?
- $game_map.events_xy(x, y).each do |event|
- if event.trigger_in?(triggers)
- event.start
- end
- end
- end
- end
- # Snippet Below has followers not affecting anything
- #~ class Game_Event < Game_Character
- #~
- #~ def check_event_trigger_touch(x, y)
- #~ return if $game_map.interpreter.running?
- #~ if @trigger == 2 && $game_player.pos?(x, y)
- #~ start
- #~ end
- #~ end
- #~
- #~ alias testtee_move_straight move_straight
- #~ def move_straight(d, turn_ok = true)
- #~ testtee_move_straight(d, turn_ok)
- #~ check_event_trigger_touch(@x, @y)
- #~ end
- #~
- #~ end
- #~ class Game_Player < Game_Character
- #~
- #~ def start_map_event(x, y, triggers, normal)
- #~ return if $game_map.interpreter.running?
- #~ $game_map.events_xy(x, y).each do |event|
- #~ if event.trigger_in?(triggers)
- #~ event.start
- #~ end
- #~ end
- #~ end
- #~
- #~ end
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