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[ FF7 ] Analog Auto Run Breaks In-Game Scripts #831

@daveycodez

Description

@daveycodez

Describe the bug
When Analog Auto Run is enabled, it is impossible for flevel game scripts to check whether the player is running or not. This is most noticeable in the Corel Prison (jail2) where nara2 field group follows you around, and runs when you run, walks when you walk.

To Reproduce
Steps to reproduce the behavior:

  1. Load the attached Save, Game 13 (Corel Prison with Cloud, Red XIII, Cait Sith)
  2. Disable Battles to make your life easy.
  3. Leave the map from the north exit to jail1.
  4. Return back to the map jail2.
  5. Walk and run around the map, observing nara2's follow behavior.

Expected behavior
nara2 should mimic your walk and run movements and follow you closely. Once you enable analog auto-run, nara2 can no longer run.

Screenshots

Default behaviour:
https://github.com/user-attachments/assets/acf91270-41f6-44cd-9009-6d581077b227

Analog Auto Run bug:
https://github.com/user-attachments/assets/1ba5d897-1498-439f-8cea-5f317574aa5b

Game 13
save02.ff7.zip

Extra Context
Below is the script that is on the "spd" group that control's nara2's run/walk speed based on the player pressing the run button:

If Var[6][0] == 471 (else goto label 6)
    If $GameMoment < 457 (else goto label 6)
        Label 1
        Var[5][5] = 0 (8 bit)
        If key [CANCEL|CROSS] or [???] pressed (else goto label 5)
            Execute script #3 in extern group nara2 (No12) (priority 2/6) - Only if the script is not already running
            Label 2
            If Var[5][5] == 0 (else goto label 5)
                If key [CANCEL|CROSS] or [???] pressed (else goto label 3)
                    Goto label 4
                Label 3
                Execute script #4 in extern group nara2 (No12) (priority 3/6) - Only if the script is not already running
                Var[5][5] = 1 (8 bit)
                Label 4
                Goto label 2
        Label 5
        Goto label 1
Label 6
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