I'm guessing the "glitchy" behaviour of the script call is because the current pattern isn't immediately being set to the new value. Character patterns automatically reset to the _originalPattern value when they've been "stopped", i.e. not stepping/walking, for a certain period of time (based on their move frequency).
You can manually reset to _originalPattern using character.resetPattern(), e.g.
In a Script command (map event ID 1): $gameMap.event(1)._originalPattern = 1;
$gameMap.event(1).resetPattern();
In a Script command (This Event): this.character(0)._originalPattern = 1;
this.character(0).resetPattern();
In a move route (This Event): this._originalPattern = 1;
this.resetPattern();
Pepper hopped up on my bed to snuggle earlier... and now there's grains of kitty litter all over the foot of my bed. Now she's in her own bed fast asleep. Sometimes, I like to wonder what Pepper dreams about... does she dream of chasing her toys? Pouncing on the lizards she sees on her patio? Purring in a sunny window? Receiving pets and scritchies?
Oh no... she's back in my bed.
Really interesting seeing the public be so okay with the placeholder art in Slay the Spire 2. I guess they trust in the potential of the final product, but it would be cool if the general consumer had a better understanding of dev pipelines.
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