Problems with key input cache in RPG Maker 2003

fritos_batin

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I'm working on a small game at the moment and I'm struggling with the key input cache in following two scenarios:

  1. Puzzle: There's a room that you can only exit through a set of doors. In order to unlock the doors you have to move 4 tiles to their correct position. Now if one tile is in another tiles way when trying to move it, the key input is cached somehow. And as soon as there's nothing in the tile's way anymore it moves by itself.
  2. Ice Field (like in Pokemon): With parallel processing an event is checking your position at all times and reads your key input. Depending on your position and key input it moves you (move event, hero) to a wall or stone that stops you from slithering (moving distance is predefined for each possible position and direction). Now if you're too fast with your key input, you suddenly stop one or two steps too early. Walk back and try again and the movement works correctly..

Is there anyway I can delete the key input cache in an event or simply ignore all input?

thanks so much for your help!
 

Zanazaru

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For nr. 1:

Check the "ignore if can't be moved" box in the set move route function. That way it will check if it can be moved and if not it won't move.

For nr. 2:

How exactly are you doing this? Do you use only one parallel proccess event? Or do you use an extra event for moving the player?

If you only use the parallel process the player can still controll the "hero" with the arrow keys so maybe just use a "wait for all movement" function below the "set move route" so the event doesn't start again until after movement is finished.
 

Bex

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I wanted to help by showing eventcode from ace which should also work on rm2k, but with windows 10 it seems that rpg maker cant screenshot event windows with there code in it.
 

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