Blast it all I feel like such a freaking noob but i need help...

deathsia

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I'm sure the awnser is obvious and I'm simply not seeing the solution but here's my problem:

After the event ends, I can't move my character or do anything.

I've checked,double checked, and even triple checked all passage settings. everything's find there.

I've checked all current common events I have, none run in this map or would in any way affect this map.

None of the scripts I have installed are causing this problem.

Here's a screen cap for more information:

(event page 1)



(event page 1 continued)



And my event page 2 is blank with Switch D on as it should be.

Quick assistance would be greatly appreciated
 

Galenmereth

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One quick question: Why is there a break loop statement below "Control Self Switch: D =ON"? I don't see any encapsulating loop anywhere?
 

deathsia

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One quick question: Why is there a break loop statement below "Control Self Switch: D =ON"? I don't see any encapsulating loop anywhere?
Because I've always thought it allowed the character to break out of an otherwise limbo state. I've since removed it from the time I made this post but I'm still having the same problem.
 

Galenmereth

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Break Loop is only used within an encapsulating loop statement to stop it from looping :) The "Skip" option on Move Routes is what will will stop an event from bumping into something and then cause a limbo state if there are more steps left in the move route, which I see you've enabled.

What are the last lines that are not shown in the second screenshot? I assume they're just the "Branch End" lines, but just in case. Also, could you show the move route that is set on the event in the Autonomous Movement section? I can see it's set to Custom, and assume there's some move route commands there: this could be causing the problem, depending on what's there. Also, just to make sure, page 2 is not set to Trigger: Autorun, right?
 

deathsia

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Break Loop is only used within an encapsulating loop statement to stop it from looping :) The "Skip" option on Move Routes is what will will stop an event from bumping into something and then cause a limbo state if there are more steps left in the move route, which I see you've enabled.

What are the last lines that are not shown in the second screenshot? I assume they're just the "Branch End" lines, but just in case. Also, could you show the move route that is set on the event in the Autonomous Movement section? I can see it's set to Custom, and assume there's some move route commands there: this could be causing the problem, depending on what's there. Also, just to make sure, page 2 is not set to Trigger: Autorun, right?
Yeah all the lines you don't see are "branch end" and the move route is simply to make the character turn to face the player when they meet the conditions for the event to show, nothing else is inputed into the custom action movement. and correct, the second page is NOT set to autorun. it's set to action button.

EDIT: Okay weird development going on here, if I face the NPC directly(as in face to face) it runs just fine and i'm free to move about after the event ends but if I talk to the NPC from behind(facing their back) the main character gets stuck in the limbo, wierd...:/
 
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Galenmereth

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Can I see a screenshot of that custom move route?
 

Zoltor

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Just to make sure, remove the move route commands, and test the event as is.

Other then that, I utterly hate the break loop event command, I don't know how well it works or not in Ace, but the break loop command has always been a broken mess of a command.

However in any case, why do you have a break loop command there anyway, there's no situation going on that should warrant such a measure at all?
 

Andar

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You should not use autonomous movement together with a regular move route - autonompus movement is always parallel to regular commands, and if those regular commands also contain a move, it'll be random which move gets executed at what time.


That said, you haven't detailed what exactly happens when the player gets stuck:


can the player still turn and only doesn't move, or is even turning blocked?


In the first case it's a passability problem, in the second one it's either an autorun or a blocked move command.
 

deathsia

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You should not use autonomous movement together with a regular move route - autonompus movement is always parallel to regular commands, and if those regular commands also contain a move, it'll be random which move gets executed at what time.

That said, you haven't detailed what exactly happens when the player gets stuck:

can the player still turn and only doesn't move, or is even turning blocked?

In the first case it's a passability problem, in the second one it's either an autorun or a blocked move command.
After the event ends, I can't move my character or do anything.
No offense meant but have you even read my OP and following posts? I explicitly stated in my first post that I couldn't do ANYTHING. In other words, can't move, can't input commands, NOTHING. I also already said that I have checked all passage settings and nothing was blocking movement. And lastly, none of the event pages in the event are set to "autorun" they are all action button trigger. I also have not entered any block movement commands.

Can I see a screenshot of that custom move route?


Just to make sure, remove the move route commands, and test the event as is.

Other then that, I utterly hate the break loop event command, I don't know how well it works or not in Ace, but the break loop command has always been a broken mess of a command.

However in any case, why do you have a break loop command there anyway, there's no situation going on that should warrant such a measure at all?
Tried that and it didn't work.
 

Galenmereth

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Why is it set to repeatedly turn left? This is what is causing the freeze most likely, together with the other event.
 

deathsia

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Why is it set to repeatedly turn left? This is what is causing the freeze most likely, together with the other event.
Tested that already once I realized this myself. Even unchecked, the event still locks me up if I speak to the NPC behind them instead of in front.
 

Andar

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I also have not entered any block movement commands.
That is what you didn't understand - there is no "block movement command", I was talking about "blocked move commands" - regular movement commands that have been blocked.
If you can do nothing, then either it's an active autorun, or one of your movement commands has been blocked and the engine waits for it to be unblocked. There is no other option (unless you have a broken script).


Your moveroute in that event is set to wait - which means that this move route WILL block if something prevents it from completing.


There is a very simple method to check if this move route is the cause, because the last command in that moveroute is already "transparent ON".


Put a different (!!!) grafic on your second event page (if there is non, I don't know if your "blank" means only the content or also the sprite).


If the old grafic remains, this move route is blocked and has not completed. If the new grafic appears, then the event has been completed but somehow the transparent command was not executed. If the event vanishes, the transparent command has been executed (and the move route has been completed and is not blocked).


If this event is OK, then either you still haven't found the autorun yet or there is another move route that cannot complete itself and blocks everything - it does not matter if you haven't found them in your previous searches, somewhere there is something like that.


If I had a dollar for everytime a user claimed "I checked everything, there is no autorun" only to come back a few days later with a "sorry, I found the autorun"...
 

Zoltor

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That is what you didn't understand - there is no "block movement command", I was talking about "blocked move commands" - regular movement commands that have been blocked.

If you can do nothing, then either it's an active autorun, or one of your movement commands has been blocked and the engine waits for it to be unblocked. There is no other option (unless you have a broken script).

Your moveroute in that event is set to wait - which means that this move route WILL block if something prevents it from completing.

There is a very simple method to check if this move route is the cause, because the last command in that moveroute is already "transparent ON".

Put a different (!!!) grafic on your second event page (if there is non, I don't know if your "blank" means only the content or also the sprite).

If the old grafic remains, this move route is blocked and has not completed. If the new grafic appears, then the event has been completed but somehow the transparent command was not executed. If the event vanishes, the transparent command has been executed (and the move route has been completed and is not blocked).

If this event is OK, then either you still haven't found the autorun yet or there is another move route that cannot complete itself and blocks everything - it does not matter if you haven't found them in your previous searches, somewhere there is something like that.

If I had a dollar for everytime a user claimed "I checked everything, there is no autorun" only to come back a few days later with a "sorry, I found the autorun"...
Lol yea I know.

Considering the OP deleted all the move route commands, yet is still getting stuck, it has to be a autorun common event issue(or a script that is set up to use one of the switches for the OP used in this event, belonging to another event) This just screame the OP assinged a switch to a common event as well, the switch Isn't jus being used in this event.
 
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deathsia

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EDIT: I fixed the problem, oddly enough it was the "Transparent ON" which was causing the lock up when I talked to the NPC from the back. I have no clue why this was causing those issues.

Even weirder still was the fact that it would lock up when I removed the move route period.

Regardless, after simply removing "Transparent ON" from the move route and added a separate "wait" command to for 240 frames followed by a "erase event", everything worked just fine even when I spoke to the NPC from behind.

It's gotta be a bug in the RPG Maker VX Ace engine or something, I can't think of anything else which would force me to "jump hurdles" as it were to get the desired effect and scene I wanted.
 
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Andar

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Can you upload the entire project somewhere, so that we can check it in detail?


Otherwise we'll be more guessing than really looking for the error, as the event's don't contain anything that looks like the error (other than the things already mentioned).
 

deathsia

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Can you upload the entire project somewhere, so that we can check it in detail?

Otherwise we'll be more guessing than really looking for the error, as the event's don't contain anything that looks like the error (other than the things already mentioned).
Heh, you wouldn't want to download it...TRUST ME. It's roughly about 997MB atm and will only get larger as I add more maps,animations, and such to it.

Also I fixed the problem on my own.

You mentioning the move route made me look over it again and oddly enough what I typed in my edit occured.
 

Tommy Gun

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What's the reason for that? Are you doing that to keep the character facing the correct direction (or keep the correct graphic showing)? If so, get rid of it and check the "direction fix" box instead. There's really no reason I can think of to have a move route like that. 

As for your main issue, that's really weird and I want to know what's going on too. :)
 

Zoltor

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That's weird,  I never heard of a bug like that, you would expect such a bug to have been commonly found. 

Even so, you should back it up, upload the project somewhere, don't include the RTP, and delete all the other maps in the project(this should help keep the size much lower).
 
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Galenmereth

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It's probably not the Transparent ON by itself that was causing it, but it in combination with the other move route. Even if you remove the repeat on the custom move route on the event, it'll still fire at regular intervals.
 

deathsia

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That's weird,  I never heard of a bug like that, you would expect such a bug to have been commonly found. 

Even so, you should back it up, upload the project somewhere, don't include the RTP, and delete all the other maps in the project(this should help keep the size much lower).
It's probably not the Transparent ON by itself that was causing it, but it in combination with the other move route. Even if you remove the repeat on the custom move route on the event, it'll still fire at regular intervals.
Well, I had a theory that because I had cascaded so many conditional branches into one event, that the move route ending with the "Transparent ON" command created a bug where the engine would simply lock up instead of crashing or something.

No idea really but that's the best I could come up with.
 

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