Problem with a Common Event, completely freezes player while in effect

Cadh20000

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I hope I put this in the right place...

I've been working on this for 2 days and can get everything working right EXCEPT that it freezes the player character so they can't do anything while it is running.


It is supposed to calculate what "Chaos Variant Level" the player is at and move them to the appropriate version of the current map, and manage the timer that determines when the "Chaos Variant Level" decreases.


I patched together a couple screenshots to show the whole length of the event at once:





Here it is if you want to see exactly how it is working at the current point, it is "deployed" for Windows. Everything not used was removed so it is as small a file as I could make it. https://www.dropbox.com/s/2c90v66e85ocyru/Dimension-Warp%20Demo.zip?dl=0


The way it is supposed to work is if that time calling the event has the variable at or below 4 it transfers the player to the appropriate variation of the current map and starts the countdown to when the variable decreases and moves them to the next lower map variation, if it takes it above 4 though it sends them to "Chaos" which is a blank map with a chaotic parallax and a single auto-run event which basically just tells them they have doomed the universe and the game is over before actually going to an actual Game Over.

Basically there are the normal map, 4 increasingly "chaotic" versions of it, and the one final "Chaos" map for a total of 6. Of course this was just to try and figure out how to get the events working properly so the maps don't change much but there is a number in the grass showing the map version number and a wall that looks differently on each, plus 5 different versions of the one enemy that is present, 1 version per map version.
 
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Shaz

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Can you tell what map it's transferring you to?  Does it repeatedly transfer you to the same map?


In your first branch, if the variable is > 4, it transfers you to a map, but it doesn't turn the common event off, and it doesn't decrease the variable.  So that common event is going to run again, the variable will be incremented, it'll still be > 4, so would transfer you to the same map again, and the whole process will repeat - as far as I can tell.


The zip file is taking quite a while to download.  Once I get it, am I going to be able to open and edit the project?  Not much point in looking at it unless I can do some experimenting.


If you can't tell what's happening, just put a Show Text in immediately after each conditional branch - or a script call to console.log("some text that will let you know what part of the common event is running") and play with the developer tools on, and the console open.  First step to a solution is to figure out where it's spinning its wheels.
 

Cadh20000

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I "Deployed" it for Windows and had "Exclude unused files" checked so honestly I don't know whether you can do anything with it beyond play it. I'm not too familiar with MV's export/deploy setup. The non-deployed project folder is 250MB instead of the 47.8MB of the deployed one so I didn't upload it. I can if you think I should though.


The way it is supposed to work is if that time calling the event has it at or below 4 it transfers the player to the appropriate variation of the current map and starts the countdown to when the variable decreases and moves them to the next lower map variation, if it takes it above 4 though it sends them to "Chaos" which is a blank map with a chaotic parallax and a single auto-run event which basically just tells them they have doomed the universe and the game is over before actually going to an actual Game Over.


Basically there are the normal map, 4 increasingly "chaotic" versions of it, and the one final "Chaos" map for a total of 6. Of course this was just to try and figure out how to get the events working properly so the maps don't change much but there is a number in the grass showing the map version number and a wall that looks differently on each, plus 5 different versions of the one enemy that is present, 1 version per map version.
 
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seita

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Haven't downloaded it, but noticed your loop doesn't have any wait commands in there. Have you tried adding a wait(1) command? Don't have much experience with MV but I'm assuming it's frozen because it's executing the loop as fast as it can.
 

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