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- Aug 8, 2015
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I spent several hours trying to figure out why my player position kept being positioned wrong after an event triggered the death of another character. It seems to be that for some odd reason calling Common Events to store Variables is my mistake or a bug.
The odd thing is the problem only happens on the 4th character in the party. If any other party members use this event setup, they work fine.
The Setup
Game Starts with 4 party members
Show Player Follower is turned off so only the player, Actors 1 is visible/controled.
However I have 3 events using the remaining 3 Actors, who are set to approach or fixed and use relevant sprites.
The events are linked to the lives of the Actors.
So if Actor 2 dies, then the Actor 2 Event become UnDead and will attack the player or is turned off.
The problem.
I set up some common events, Player position, Actor1 position, Actor2 position etc etc
These common events set control variables all triggers are set to none. For player it has MapID, players map x and players map y.
For the event/actors is has the event x and event y.
For some reason when I call for the common events then swap the position (transfer the player to the living event and the dead event to where the player was) of the player with a still living event all works fine except for when it is Actor 4 turn to be the Player.
However if I just remove any calling of common events for the 4th Actor an input the exact same info I'm asking for, same order even, it for some reason works. Picture attached...
If you see my mistake or know what is causing the problem, please let me know. At this point I'll just remove the calling of this sort of common event. The time I though I was saving, not setting up those extra lines of code each time was not worth the time I lost trying to figured out where the bug/mistake was.

The odd thing is the problem only happens on the 4th character in the party. If any other party members use this event setup, they work fine.
The Setup
Game Starts with 4 party members
Show Player Follower is turned off so only the player, Actors 1 is visible/controled.
However I have 3 events using the remaining 3 Actors, who are set to approach or fixed and use relevant sprites.
The events are linked to the lives of the Actors.
So if Actor 2 dies, then the Actor 2 Event become UnDead and will attack the player or is turned off.
The problem.
I set up some common events, Player position, Actor1 position, Actor2 position etc etc
These common events set control variables all triggers are set to none. For player it has MapID, players map x and players map y.
For the event/actors is has the event x and event y.
For some reason when I call for the common events then swap the position (transfer the player to the living event and the dead event to where the player was) of the player with a still living event all works fine except for when it is Actor 4 turn to be the Player.
However if I just remove any calling of common events for the 4th Actor an input the exact same info I'm asking for, same order even, it for some reason works. Picture attached...
If you see my mistake or know what is causing the problem, please let me know. At this point I'll just remove the calling of this sort of common event. The time I though I was saving, not setting up those extra lines of code each time was not worth the time I lost trying to figured out where the bug/mistake was.


