Event Stops Moving

TheChatotMaestro

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I set the event to make the player walk to the top of the screen. It's just over 80 tiles up, and while this is happening, the player character talks. After a while, though, the player stops moving.
Before, I had roughly about the amount of move ups I thought I needed. (A lot.) I added a lot more, but it stopped in the same place. This happened again after I set it to repeat a single move up, and after I told it to repeat many move ups. Is there a max to how far you can move in one move route?
 

bgillisp

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There's no limit that I've noticed, but there are a few things that will interfere with a move route:

1: Another event in the way. Doesn't matter if the event is off, it will still stop movement.
2: Another move route command that affects the event before it finishes the move route. If that happens, the old move route is aborted.
3: An anti-lag script. Anti-lag scripts stop events from moving once they go so far offscreen, and you'll have to read your scripts directions to see how to disable that for specific events.
 

TheChatotMaestro

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There's no limit that I've noticed, but there are a few things that will interfere with a move route:

1: Another event in the way. Doesn't matter if the event is off, it will still stop movement.
2: Another move route command that affects the event before it finishes the move route. If that happens, the old move route is aborted.
3: An anti-lag script. Anti-lag scripts stop events from moving once they go so far offscreen, and you'll have to read your scripts directions to see how to disable that for specific events.
I don't have any of those- the event that moves the player is the only one in the area. (I probably should split it into one that shows text and one just for the move, so I can put as many 'move up' as I want without scroll hell... But if I do it'll be in a place the player never touches.) There's only one move route command, and I don't think I have any anti-lag scripts. (I didn't know they existed lol)
 

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Update: separating the events does not help.
 

Shaz

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an event in the way would only be an issue if it were set to 'same as players' and not 'through'

Could you please show a screenshot of your event? Just need to see the start of the move route at this stage. Make sure you include the whole event window, not just the commands. The bits I really want to see are not in the command list.

Do you turn on any switches or self switches after the move route, while the text is being shown?
 

TheChatotMaestro

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(I did have some switches after the last text box, but I realized they were kinda superfluous (originally I had a stupid way of moving from cutscene to cutscene that I've since replaced) so I removed them after you pointed it out for a test, but that didn't affect anything, so I put them back just in case. Before, this event depended on a switch I turned off at the very end after the text, but it no longer does and still has the error.)
(I am not sure if the image posting works. They are not showing up in the post for me. They're on imgur. There are only supposed to be two. I don't know how to use this forum.)
 

Shaz

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You do not need to turn the player up - they will turn up as part of the move up action. And if you set the move route to repeat, you only need one Move Up, because they will continually move up.

This might not solve your problem, but it will make the event easier to see.

Does the player transfer? Does ALL the text display? Are there any events in the road that the player might be bumping into? If they're set to 'same as characters' and not 'through' the player will stop, even if there is no sprite on the event.
 

TheChatotMaestro

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Everything happens as it should except the player moving... Although, when the player transfers to the next event (one line of text in the new location, new BGM, then you can walk around), you can't move, even though it's a parallel process event.
 

Shaz

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What's a parallel process event? The one you posted is autorun.

If the player can't walk around on the next map, it's either an issue with the passage settings on the map (if you are able to turn and access the menu but just not move to another tile), or there's an autorun event turned on (if you can't even turn or access the menu). Even autorun events (or common events) that have no commands will stop the player from moving.

Did you try changing your event as I described, and did it make a difference? What scripts have you added?
 

TheChatotMaestro

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I changed the move route, and nothing happened. I've added two more lines of text, which didn't affect anything. There are no other events on the map.
Does her talking before she starts moving affect it any?

The event in the next map is the parallel process event- should it be autorun?
In addition, I made it no longer require a switch to run (one the other event turned on) since it would automatically happen anyway, and... the text started repeating itself. Like, I press z, and the text bubble comes up again with the same text. For infinity. Moving it from below to above characters didn't affect it. I tried making it need a self switch that it turns off, and that makes the event not run at all. I can open the menu, but I cannot turn.
 

Shaz

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Her talking before moving does not affect anything.

If your event on the new map is supposed to show text before the player can move, then it should be autorun. At the end you should turn on a self switch, and add a second page conditioned by that self switch, with no other changes. The second page should NOT be set to autorun.


If you can open the menu, then it's not an autorun - it's the map passability settings. Make sure the top left tile on the B tab has a star for passage settings and not a X or O.

If you can open the menu but can't change direction by pressing the arrow buttons, then it could be a script that's interfering with something. Or you might have turned on direction fix on the player at some point and not turned it off again.
 

TheChatotMaestro

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I tried everything I could think of, and apparently...
...the move on the first map was what was preventing me from moving on the second map.
Taking out the automove made me able to move.


literally what
 

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