Reasons for sudden impassability?

Kes

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Could anyone make suggestions as to what causes the following?

I have a map which I work through. All it contains is a mini-boss and a regular on-map enemy. I transfer to the next map. If I return to the first one, I have the 'freeze' that is normally associated with an autorun event which is active. There are no autorun events on that map.

If I exit the game to the title screen and reload, the problem continues. If, however, I completely quit the game and then reload to the same place, the problem has gone and I can move around - until I transfer out and back again.

I have no idea what could be triggering this, so cannot even begin to debug. Any ideas would be gratefully received.

Thanks.

EDIT

In case anyone is wondering, the transfer event back to this map was created with the Quick Create option and has no fancy doodads on it at all.
 
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cabfe

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Just to be sure, when you have this freeze, you can still access the menu to go back to the title screen or did you press F12?
 

Kes

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I can still access the menu in the normal way by pressing ESC.
 

cabfe

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So this is only the player who cannot move then, right?

Using the CTRL key doesn't change anything? Maybe there's a rogue event there.
 

Kes

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I can see that the evented enemy cannot move, neither can the little mouse that's there.
 

Kes

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Not on that transfer.  And it gets worse.

I had the game open on that freeze.  I just exited to the title screen and reloaded an earlier save i.e. one that was made before the transfer.  That too has a freeze on it, even though at the time the save was made I was running around quite happily.
 

Andar

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Is it a total freeze or can the player still turn?


I'm assuming the player can still turn because you can still access the menu, but it's better to check.


Check if there is a common event autorun that might have been triggered.


Also check if you have any script that might affect passability (yanfly's region lock, Tsukihime's tileswap or similiar things


Could it be that the tileset was changed (only possible if you have two very similiar tilesets for some form of game mechanic)
 

cabfe

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That may be unrelated, but hey.

Does your problem happen with two maps that share the same tileset? (I mean, the number as in 001:Field)

If so, try to change one of them.

It fixed one of my bugs with passability. With a little chance, it'll fix yours too.
 

Kes

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@Andar

Tthe player can still turn.

No common event is an autorun, all my common events are 'Trigger: None' and are called up by events on specific maps.  I have checked all common events related to this dungeon to make sure, and all are like that.

I'm not using any passability script.

It's just one tileset, and is so distinctive that I know there can be no chance of a muddle on this.

@cabfe

they do share the same tileset because they are in the same dungeon.  I cannot change it for another, because this tileset is highly customised, and there is nothing else which would remotely be able to replace it.
 

cabfe

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You can make a copy of your tileset and paste it into another slot.

As long as the number was different, my bug was gone, even if the tilesets were exactly the same, passability settings included.
 

AceOfAces_Mod

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Hm? So, he may have created a universal tileset file (ie. a Universal_A2.png) and the engine is having trouble when that is used on multiple tilesets?
 

Kes

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@AceofAces_Mod

If I've understood your suggestion, then no I haven't got a universal A2 or a universal anything else.  I have about 40 different tilesets, many specific to particular dungeons.  This is one such.

EDIT

Tried the switching tileset suggestion, but that doesn't make any difference.

Double and triple checked all my common events, transfer events and on map events for any stray autorun events,  There are none.  

Further evidence that it is not an autorun event comes from the fact that this problem is now cropping up on maps which I have been on literally dozens of times when I playtested ( I normally play test each map before moving on, beginning again at the start several times).  These maps used to run smoothly, now I'm getting the freeze.

Using Ctrl key does enable the player to move around, but other moving events remain frozen.

I can't think what else to try, so any more suggestions?
 
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KanaX

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It's a long-shot, since you don't have any switches activating when going to the second room (are there any switches activated when you get to the second room?), but when I freeze and I'm still able to access the menu, it's mostly because I have a set move route wait command that affects the player for a big amount of time.
 

EternalShadow

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Have you turned off all events from the previous map your characters were on before the freezing?

Does this occur on a new project?

Recently-installed scripts?

Top left of tileB is a star?

No tileset swap event?

Screenshot of the tileset, with passibilities?
 

Kes

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@kanax

No move route commands.  This is just as I am walking around the map in the ordinary way, then i change map and wham, freeze.  It could be any map (apparently)

@Hotfire

As you will see from the OP, this happens even when the only events (other than the transfer events, of course) are a couple of battles, which have been engaged with and the enemies defeated, so no running events.

No recently installed scripts

Yes, top tile is star - remember this is a tile set which I've been using for play testing for a couple of weeks without any difficulty, so it's unlikely to be that.

No tileswap event.

This cannot be replicated just like that in a new project, because I have something like 17 hours of game play and 300 maps and i do not know what would need putting into a new project to provide the conditions which might trigger it.
 

bgillisp

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Sounds to me like a common event might be freezing the player. Can you hit F9 and see under debug what switches are on when the freeze hits, then compare that with your common events?
 

Kes

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@bgillisp

Okay, tried that.  The switches that are on when I'm moving around the map and those that are on when the freeze happens are the same.  Similarly, the switches are identical at the time of the freeze and when I exit completely and reload the game so that the freeze is over.   
 

bgillisp

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Hmm....I'm stumped, as it looks like you have checked all the other things that could affect it. The only thing I can think of is a script is locking up and causing this somehow, but I have no idea how to check that. Maybe someone else has an idea or a code you can add to trace it on demand or something?
 

Kes

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I've tried using the Console, but it stays blank when this happens.  It may be that I need to do something to get it to print out what's happening at that moment, but if so, I don't know what it is.
 

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