I might need to upload a video to show exactly what is going on here.. but.. [video POSTED BELOW]
In the middle of my combat tutorial the player is supposed to press 'S' to shield, however, during the time allowed to press 'S,' if the player accidentally pressed 'D' (input :Z), then entire autorun event will reset immediately and start from the beginning again (let me know if you would like a video). I have no scripts that would reset an autorun event, I've never heard of this happening. Any thoughts?
we don't need a video to solve this, but we need screenshots of the event page.
Most probably you placed a conditional branch at the wrong level, resulting the command to skip to the end of the event, and then automatically looping to the beginning.
Since looping is default for all autoruns, there is no bug in the engine but a bug in your event code - that's why we need to see your code to find the position where you made a mistake in the event.
My feeling is that I have never seen this before and I don't know why this autorun event is any different from any of the others? What's so special about pressing 'D' all the sudden that causes the event to reset?
From those event commands, I'm assuming that the "use_weapon"-script checks the buttons? Because nothing else seems to be able to do that. So I would like to see what that function does to check it.
Then another question: does the problem happen in the first loop, in the second or in both?
And where exactly does it restart in the case?
I would suggest you place additional show text commands into the event to check exactly which parts are processed and which are not. Especially because you have identical text reminders in both loops.
Sorry, had to stop for a doc appointment - video soon (it looks so bizarre a video is in order)
Andar the bug happens before any loop. When I press 'D' the auto event actually restarts. That is to say, no matter what positions the actor or any events are in, they act as if the event was starting the second I press 'D,' which causes the actor to walk into the wall and freeze the game (skip isn't checked off). When I get home ill post a video and try to recreate the problem in another project. I was just curious if anyone has run into something so absurd. One reason I ruled out a script issue is because how in the world would this function be inadvertently created by a script? I know all of my scripts quite well. (Haha watch me eat my words?)
If that happens even before the loop, then a script has changed the engine input behavior - in this case you have to check your scripts, not your events, until you found the critical one.
It just looks like jumped to hide in the shadows behind the walls, just like the Japanese ninjas. All you need is some smoke and leaves to complete the vanishing act.
It's my Triple Triad script. It uses 'D' as the input to initiate a game of triple triad and for some reason it causes autoevents to restart. I don't expect anyone here to know the solution. You can close the threads, mods, I know who I'll ask.
It's my Triple Triad script. It uses 'D' as the input to initiate a game of triple triad and for some reason it causes autoevents to restart. I don't expect anyone here to know the solution. You can close the threads, mods, I know who I'll ask.
I think I will just put in a comment check on the event, and if that event got that comment, the Triple Triad won't try to start when you press that button.
I will try at least.
Although, this should not happen in the first place.
Triple Triad should only initiate pages marked with the switch setup in that script.
Yes, of course, I guess I am just embarrassed because I was nearly positive that this script would not have this effect (I'm sure Sixth would agree) so I ruled it out to begin with. The script doesn't seem to have any interaction whatsoever with a problem like this (of course, we know this is wrong now).
And as you can guess, Sixth was the person I was talking about, I'm not sure if anyone has a more comprehensive understanding of the script
Just to check, when you press the 'D' button, the player is in contact with the guard, facing towards him, and that guard is the autorun event itself?
I can't watch the video, unfortunately.
Or the autorun event is a whole separate event?
I need to recreate the bug before I could solve it. Already got a simple idea how it could be fixed, but I need to test it first.
And how is it even possible to initiate a button press while an autorun is going? Is that the 'use_weapon(x)' script call or you did that with something else?
Anyway, here is the little (hopefully) fix I made:
#=======================================================# Triple Triad Script - Activation by click# Author: Raizen# Comunity: www.centrorpg.com# #=======================================================# This script lets a key activate a switch and at the same time active# the Confirmation button command, basically, you add a new page of the# event with the switch here, and when you press the configured button, # it will consider that page.module Config_Triple_Triad# Mapped as the events keys# :X is A on keyboard for exampleKey_Activate = :X# Switch activated on clickSwitch = 5# Enable/disable the activation of duel challenge button with this switch in # the game. If the switch is ON, the duel requests will be disabled, if it # is OFF, the duel requests will be enabled by the above button press.# This does not affect force evented duels, only the ones you set up with a new# event page with the above switch as a condition to start the page.Disable_Switch = 13end#==============================================================================# ** Game_Player - !!UPDATED!!#------------------------------------------------------------------------------# Esta classe gerencia o jogador. # A instância desta classe é referenciada por $game_player.#==============================================================================class Game_Player < Game_Characteralias lune_triple_update_non update_nonmoving #-------------------------------------------------------------------------- # * Processamento se não está se movendo - !!UPDATED!! # last_moving : flag de movimento #-------------------------------------------------------------------------- def update_nonmoving(*args, &block) lune_triple_update_non(*args, &block) $game_switches[Config_Triple_Triad::Switch] = false if movable? && Input.trigger?(Config_Triple_Triad::Key_Activate) return if get_on_off_vehicle return if $game_switches[Config_Triple_Triad:isable_Switch] == true $game_switches[Config_Triple_Triad::Switch] = true return if check_action_event end endend
Replace the activation script with this one.
Just simply designate a switch for turning off the duel request activation trigger, and turn it ON when these autorun events are running (or even at other evented scenarios), and turn it OFF when the autorun events are finished.
This works for me, but I doubt that I managed to replicate the exact issue at hand with the event, so report to me when you tried this out.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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