Victors Pixel Movement Causing Transfer Problem

That Bread

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I was prancing about in my new maps, testing tiles and transfers. Then a peculiar problem occurred a door would not open, I pressed enter, walked back and forth, but to no avail. Oddly enough the transfer was in place and set to player touch. So I tried again and this time I was able to go through the door, but I was not facing the door when I transferred. Once inside, the same thing happened to a transfer without a graphic. I also noted when I pressed a event in which you have to press enter and choices would pop up, the choices would not pop up. I knew this was the area since it was near a marker, what I need is some help on what I should do about this peculiar problem.

Another thing I might add is that the transfers that worked outside of the map no longer work.

Here's some footage. I show the event, problem and my scripts if there is a known confliction.

https://www.dropbox.com/s/n548a9dmpym4tyi/ScreenCapture_5-1-2014%202.39.10%20PM.wmv

Have any idea what the problem could be?

Update! We found out the problem was a script by Victor Sant, it is  Victors Pixel movement. Which can be seen here:

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

I still cannot transfer to other areas or activate events easily.
 
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Shaz

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Nobody will be able to do anything but guess until you put up a picture of your transfer event.

Is the transfer event ON the door event, or are they separate tiles?  What's the priority?  It has to be Above/Below characters if you want the transfer to happen when you're ON a tile, and Same as Characters if you want the transfer to happen when you're standing next to the tile, facing it.

Also are there multiple pages, and could the wrong page be active?

As I said, these are just guesses, as you haven't provided enough information to do anything more.
 

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That Bread

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I tried action key and player touch did work before.
 

Shaz

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Those screenshots were so close-up it didn't show all of the event. Were there multiple pages? Is it happening on the door event AND the exit event on the other map too?


I can only think you've modified or added a new script that might do something strange.


Do you have any parallel process events (including common events) that are running on those maps? If they're looping constantly and don't have a Wait in there to come up for air, it may be that the other things just aren't getting enough of a look-in to do anything.


If you want to zip up the project and load it up somewhere, I can take a look and see if I can duplicate the problem (just make sure the starting spot is right on that map). Hard to tell something like this without having the ability to view what I need to and tinker around a little bit.
 

That Bread

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@shaz, it's a video. I do move the event box to see it and display the problem. Plus I show all of my scripts. Anyway I did add Victors side view battle system and mogs hud. That could be causing trouble, I added galves bust message as well.

Besides that I have water falls in the town that do a stepping animation. Theres a  ton of them.

I'll send you a file, I cannot figure out what's wrong.
 
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Andar

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@shaz, it's a video.
Shaz's problem wasn't the difference between video and screenshot, it was that your video didn't show all the information needed.
A simple screenshot with the full event information is a lot better than the longest video with cropped, partial screen display only.


Another question: did you use a script with pixel movement for the game? Some of the movement looks off grid, and in that case the entire touch/collision detection depends on what kind of movement script you have used...
 

That Bread

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Victors animated battle, I did move the event box in the video to show the essential parts.. It is a default transfer:

 
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Shaz

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An animated battle script SHOULD have NO influence whatsoever on what happens on the map. A pixel movement script very well might.


And yes, what I needed in the screenshots was an indication of how many tabs were in the event, and what the conditions were for each tab. Neither of those was shown in your video.


I see the file, and I'll probably grab it and take a look. When you compressed it, did you say NOT to include the RTP? That's a pretty big file. You could also have just zipped up the project instead of compressing it.
 

That Bread

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It is without the RTP, I am using custom music. Which could be raising the memory level. There is a pixel movement within the scrip list, however I think it is required for the battle script.

I just removed the above and tested battle. The battle works without it and the transfers work. Thank you for helping me uncover the error.
 
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Shaz

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It also helps to read and follow the instructions in the scripts. They're there for a reason ;)

Victor Engine - Pixel Movement - Instructions said:
# Compatibility# Requires the script 'Victor Engine - Basic Module' v 1.25 or higher# If used with 'Victor Engine - Animated Battle' place this bellow it.# If used with 'Victor Engine - Follower Control' place this bellow it.# If used with 'Victor Engine - Follower Options' place this bellow it.#
That says if you're using the animated battle script, the pixel movement script should be below it. You haven't done that. Maybe that's all you need to change.
 
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That Bread

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Shaz

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Moving into RGSSx Script Support as it appears it's linked with the pixel movement script
 

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