Newbie here! Character wont move in play test.

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SaraiSohma

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I have googled and searched the forums for this issue previously but none of the situations I came across seemed to match mine or help me.

Given... I only downloaded RPG Maker three days ago. 

My issue is....

I am trying to create a cutscene event in my prototype project. Supposedly a really simple one but apparently not. My player was supposed to step on an event tile which would be 

activated via "player touch", causing my newest member to approach and exchange words with my player. They would then join the party, making the event version of my newest 

member to vanish. 

All this worked beautifully just how I wanted it to until the very end, and now my character won't move in play test, no matter how I adjust the switches. I've (not all at once) created extra event switches, used another event to lead into this one, disabled autorun on the final event page, and also used self switches. Nothing seems to work. I had a similar issue with an enemy event I made but I fixed that one by self switch.

I would appreciate your suggestion if you have the patience. I'm rather computer illiterate for someone attempting to use RPG Maker. Be gentle.
 

Andar

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We need one specific information to find the cause for this:


If you try to move the player in different directions, does the player turn into the direction but does not move, or is even turning blocked?


Can turn -> you have a passability problem on the map, either you used a tile that is impassable for the floor or (in a new tileset) you forgot to set the first tile on the B-Slot to Star-Passability.


Cannot turn -> you have an active autorun that blocks all movement. Autroun events repeat themselves until they are switched off to non-autorun event pages, you need to find that autorun and switch it off.


If you have problems, please post screenshots of your cutscene events, then we can tell you how to change them.


Also, if you're very new, I suggest you follow the link in my signature and work through the tutorials first - it will help speed up your game making.
 

SaraiSohma

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Thanks for the quick reply! 

I can't do anything: can't turn, can't walk, can't open up any menu. It freezes play testing completely. I had tried turning off all the autorun on the last event page of each event. 

Could it be on of the first or second event pages that needs to be taken off autorun?

Also, because I'm a doofus, I deleted each cutscene as I went along trying new things to find a solutions. Sorry... I know that makes it difficult to help. I'll try to remember to 

take screen shots in the future. 

Thanks for the link! I'll be looking it over later when I get home from work. I'll also try recreating my event then. If your suggestion doesn't work I'll post my screenshots here.
 

Andar

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In that case, you do have an active autorun somewhere - you just need to find out where

I had tried turning off all the autorun on the last event page of each event. 


Could it be on of the first or second event pages that needs to be taken off autorun?
These sentences show the reason for your problems - the understanding what an active page is.
No matter how many pages an event has, only ONE of them is the active page at any given time.


You use the page conditions to determine which page is active - those conditions can be switches, variables or other things.


In each of your autorun events, you need one page that has no content, is set to action button and conditioned in a way that allows you to switch to this page by a control command - usually this is done with a self-switch condition and a control self-switch command.


And in one of the events on ypour cutscene, you mixed up the conditions, resulting in the autorun page remaining the active page (instead of being switched to a non-autorun page.


Please post a screenshot of all pages in your autorun event, and we can tell you how to correct the mistakes in that event.
 

SaraiSohma

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I'm pretty sure I understand your explanation... in theory. Rather than have me say things like "but when I tried it..." let me just go ahead and post the screenshots. 

Immediately below is the three event pages for the cutscence in general. 







Now here are the screenshots for the character joining the party. 



 

Shaz

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Combine your first two pages. You don't need to have half the cutscene on the first page, then turn on a switch just to have the cutscene continue.


Does the text show saying the person has joined the party?


It could be ANOTHER event that has an autorun - specifically look for events that don't have any commands, where the page is set to autorun. It could also be a common event set to autorun (including those without any commands) conditioned by one of the switches you've turned on.
 

SaraiSohma

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Everything works wonderfully, just how I want it to. He moves, all my text shows, etc. I just can't play at all after the cutscene ends. 

I've looked at every single event I have (there's not many) and the only one that could remotely be the cause is my enemy event. 

But it works just fine. I can move and all that jazz after it's complete. Everything else it either player touch or action button events with no switches.

I'll put up the screenshots of the enemy event anyway just in case.





 

Shaz

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Nope, it's something else.


My comment about combining event pages applies to that as well. Why turn on a switch that activates a new event page set to autorun, when JUST turns on a self switch and applies a state to enemies? Why not just turn on the self switch and apply the state to the enemies in your If Win condition? My point in saying that is that it's an autorun event that's causing your problem, and combining the two event pages will remove the autorun events.


Also, you don't need to Abort Battle in either of those cases. By the time the If Win / If Escape commands get a look-in, the battle has already ended.


Likewise, your first event has a page which runs a few commands, then turns on a switch. A new page on that event is activated which is an autorun, which just does a couple of commands and turns on a self switch. Why not just add those commands and turn on the self switch on the first event page, at the bottom? Once again, eliminating an autorun event page that's not needed.


You SAY it all runs perfectly, but it obviously doesn't, or you would be able to move. And the REASON you can't move is because you have an autorun event somewhere that's taken over. If there really is no other autorun event anywhere, then it's got to be one of those.
 

SaraiSohma

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I created the next page with only a few commands before creating the blank page because I wanted both the new party member and enemy events to disappear at a certain point, and when I combine all the  commands on one page it wont disappear no matter how I arrange the commands. So there must be something else about the process that I'm not understanding or neglecting to do. 

And by "runs perfectly" I didn't mean the technical aspects of the events, I just meant on the play test it shows what I want it to before I actually notice an issue. Which is fortunate because I'm sure that helps eliminate a lot of possibilities. 

Still searching for this fabled lurking autorun! I wont give up!
 

whitesphere

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The first thing I'd do is check your Common Events.  You might have an Autorun event which is set to run when a Switch is ON --- and then you might have set that Switch ON.   

Also, in your post, I see the third, "Self Switch A is ON" page doesn't have the "Exit Event Processing" call at the end.  This might be the cause of your problem.

I think you need "Exit Event Processing" to tell the interpreter that, yes, this event is finished.  
 
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Andar

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Also, in your post, I see the third, "Self Switch A is ON" page doesn't have the "Exit Event Processing" call at the end.  This might be the cause of your problem.


I think you need "Exit Event Processing" to tell the interpreter that, yes, this event is finished.
No, that is absolutely wrong.
"Exit event processing" has exactly one function: it tells the interpreter to skip all command after itself.


If there are no commands below "exit event processing", then that command is not needed and useless.
 

SaraiSohma

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SHE MOVES! SHE'S ALIIIIIIIIIIIIIIIIVE! Err... all silliness aside, now my event runs and finally my character can go on about her merry way. And if I step back over the tile I placed the event on, it doesn't reactivate itself. Success! 

It was my Common Events, because I wasn't thinking to check those (even though Shaz mentioned them I wasn't exactly sure what they even were until I read into it a little more) and focused all my attention on tiles with events. There were two common events with autorun turned on. I turned them off. 

It seems everything functions correctly, but as I continue adding things something else might come up. Let's hope not. 

Thank you guys for your assistance and patience (I know you must have a lot). I seriously appreciate it.
 

Andar

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