Events won't trigger on blocked tiles

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tom88norman

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Hello,

I can't get my events to trigger when they're on a blocked tile (e.g. examining an item on a table and having a text box show.) I've got the trigger set to action button and the priority set to same as player (although I've tried with above and below.) I know that it's Victor's Pixel Movement script that's causing it because when I disable it, the events trigger just fine. I've read the instructions and it says: 

"<over tile>

 Events with this tag will start even when placed over blocked tiles.

 By default, if the passage is blocked the event don't start."

 

and a little further down:

 

"Events over blocked tiles will not start properly unless the event have the tag <over tile>" (So yeah, I'm pretty certain that it's this script that's causing it)

 

and: 

 

"Tags to be used on events Comment boxes."

 

So this all seems pretty self-explanatory but I can't get it to work. So I've concluded that maybe I'm putting the tag in the wrong place and I don't know what the comment box is...

I've tried going to the third page of the event commands and entering it under "advanced - script" and I've also tried entering it on the first page under "flow control - comment" and in both cases, has no effect.

Am I doing something wrong? Could it be something else causing the events not to run? Any help will be much appreciated, thanks.

Tom


Edit- by "blocked tile" I mean impassable. A tile with its passability set to X. I know that's obvious but I just thought I'd clarify.

Here are links to the script:

https://dl.dropboxusercontent.com/u/27014140/Scripts/Victor%20Engine%20-%20Pixel%20Movement.txt

or download it from here:

http://victorscripts.wordpress.com/rpg-maker-vx-ace/utility-scripts/pixel-movement/
 
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Andar

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I've tried going to the third page of the event commands and entering it under "advanced - script" and I've also tried entering it on the first page under "flow control - comment" and in both cases, has no effect.
The comment command (your second variant) is the correct one.
If it doesn't work with this, you most probably wrote the wrong tag - please post a screenshot of your event (the one using the comment command) so that we can check what you did wrong.


And always link the script you're using so that we can check what it needs
 
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tom88norman

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Thanks for the reply, attached is a screenshot of an example event I just made. Simply double clicked the square, changed the priority to same as player, entered the tag as a comment under the flow control section Pasted from the script) and then entered text underneath that (I've tried having them the other way around as well.) I think it must be something else in the script. Anyone else had the same problem?

Edit: Sorry, just realised that screenshot wasn't great, here's one of just the "edit event" window

Example event.jpg

Example event close up.jpg
 
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Andar

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I'm still waiting for the link to the script...


A lot of users here are willing to help, but most don't have time to look up an obscure script somewhere on the internet, and if you want help with one it's a lot easier and faster if you give us the link to the script instead of trying to force us to search the internet for it ;-)
 

tom88norman

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Andar

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It isn't about how difficult a script is to find, it's about courtesy and the time needed to search for it in a different browser window.


According to the script's description, you did the tag correctly - so the only thing that can cause problems is the one thing Victor warned about in the script: script compatibility and script order.


What other scripts are you using? please give a complete list, in the order they are in the script editor - and especially if you're using one of the other scripts victor mentioned, if they are in the correct order.
 

tom88norman

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Ok, I apologise. As you can probably tell I'm still pretty new to this and still learning the etiquette!

Anyway, here's a list of all the scripts in my project in order:

Omega's Map Saver script - http://www.forum-lepalaisdumaking.com/t1722-vx-ace-omega-map-saver (not the official site but it's the only vx ace version I could find)

Victor's basic engine - http://victorscripts.wordpress.com/rpg-maker-vx-ace/basic-scripts/basic-module/

Victor's Pixel Movement - http://victorscripts.wordpress.com/rpg-maker-vx-ace/utility-scripts/pixel-movement/

Victor's Multi Frames - https://victorscripts.wordpress.com/rpg-maker-vx-ace/utility-scripts/multi-frames/

Victor's Diagonal Movement - http://victorscripts.wordpress.com/rpg-maker-vx-ace/utility-scripts/diagonal-movement/

Victor's Character Control - http://victorscripts.wordpress.com/rpg-maker-vx-ace/utility-scripts/character-control/

Yami's Overlay Mapping - http://yamiworld.wordpress.com/rgss3/field-scripts/overlay-mapping/

Yanfly's Parallax Locking - http://yanflychannel.wordpress.com/rmvxa/utility-scripts/parallax-lock/

Moby's Correct Sprite Display - http://forums.rpgmakerweb.com/index.php?/topic/2803-mss-correct-sprite-display/

Vlue's Event Fine Tuning - http://forums.rpgmakerweb.com/index.php?/topic/1283-event-position-fine-tuning/

Any suggestions are welcome, thanks for your patience
 

Shaz

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

Andar

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I know that it's Victor's Pixel Movement script that's causing it because when I disable it, the events trigger just fine.
with your full script list, I think it's not the pixel movement itself but a compatibility problem with a different script.
Try to do the following:


1) disable all non-Victor scripts and check if the events can be triggered then.


If they aren't triggered with victor-only scripts, then you have some configuration with the tags or the scripts wrong, victor's scripts are compatible among themselves. In that case you need to check all description on victor's scripts to find the problem.


If it works with Victor's scripts alone, then


2) enable one script after another, until you have found the script that collides with victor's script. My first bet would be the fine-tuning position script, but you need to check all scripts.


After that, we can check on compatibility options between those scripts.
 

tom88norman

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Hi, sorry I've been quiet on this for a couple of days but I've (sort of) found a solution. If you (or anyone else) are interested, it was a compatibility issue of sorts, not between scripts though.

I'm using tilesets from the High Fantasy resource pack and it seems that was the problem.

I took out all scripts except the pixel movement and the problem still persisted, I started a new project (with the standard tilesets), put all of my scripts in, including the pixel movement and events worked fine, it was only when I imported the High Fantasy tileset (without even making any changes to passability of the tiles) that the problem started happening. 

So basically, I've just found a different pixel movement script and the event triggering issue is sorted. However I have a whole new problem to fix now that I'm sure you're thoroughly excited to hear about, but I'll start a new topic for that as it's a different issue.

Thanks for your replies on this Andar, much appreciated!
 

Shaz

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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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