Basic Event Bug

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parabellum09

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Hi all, just a quick here. Getting a bit frustrated as it's annoying chasing a red herring. But has anyone encountered a glitch like this:

Create an event on the map > player touch > battle processing > control switch 1 > new page event > control switch 1 on, blank event page

So basically, you set up an event that automatically triggers a battle. You win battle and continue on without ever triggering the battle again by stepping on the event.

I have utilised this numerous times but all of a sudden when the battle ends I cannot move the character. They just stand there. I have checked the details of this event with the others (that still work) and can see NO variance.

Am I losing my mind or is this a bug?

Thanks in advance.
 

mlogan

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Is it just this individual event that is doing it?
 

parabellum09

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I just did a little bit of fiddling and it seems to run fine as long as I do not use control switch 1, I set it to Control Switch 2. I'm going to check my common events as a precaution. 

I got a little peev'd and went all tunnel vision, so apologies for wasting time. 
 

Kes

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Can I make the suggestion that instead of using control switches you use the Self Switch option.  Much simpler, easier, doesn't use up a ton of control switches.

At the end of the battle, turn self switch A ON.  New page, no graphics, no commands, just make Self Switch A a condition (on left hand side of the event page).  That way it will never run again.
 

Andar

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I just did a little bit of fiddling and it seems to run fine as long as I do not use control switch 1, I set it to Control Switch 2. I'm going to check my common events as a precaution.
That is a clear indication that something else uses the switch 1 as well - you should always name switches as soon as they're used somewhere to prevent this.
Judging from the behaviour you described, my first guess is a common event set to activate on that switch.


It might also be an autorun map event that gets triggered by that switch, or it could be that one of your scripts uses that switch, and you forgot to configure the script correctly.
 

Shaz

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.


I'm thinking your second page that's conditioned by the switch might be set to autorun, or SOME event that's loaded while on that map (including common events) are triggered by that switch and are set to autorun.


It's more likely that you've done something wrong, than a glitch with the engine. Best way to get to the bottom of it is for you to do a screenprint of both event pages (show the FULL window, not JUST the event commands) and pop them into this thread here so we can see EXACTLY what you're doing (believe it or not, your description could mean one of two or three things AND there are other details that you haven't provided that could also affect it).
 

parabellum09

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Thanks for all the info guys, Sorry Shaz didn't realise I put it in the wrong section.

I did have an event on an old map that's in the map list have an item use switch 1 in a common event (back when I was experimenting)

The only reason I didn't use self switches is because it's an event that spans the length of a corridor. I assumed a self switch would only deactivate that one event space. So I used a general switch to turn off all event spaces.

P.S. @Shaz, I think this topic is resolved now cheers. :)
 
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Andar

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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