Bust Script -so many issues-

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Started by Ultimacj 4 posts View original ↗
  1. I posted this as a status earlier, while I've ultimately gave up on the script because it caused so many problems I'll prob end up using just insert picture event instead, but if someone(s) can figure out why these multiple problems occurred I'd love to know why.  It took me quite sometime to narrow what was causing it.

    I was using Glav's Bust script which worked great but it caused so many problems once it was used for the very first time while bust's worked themselves it caused numerous problems:

    The script is activated via script using what I named for TURN BUSTS ON/OFF (switch #1).

    I've already checked and double checked no other script uses switch #1

    The switch needed to be turned on if a bust was being used, otherwise the problem would crash with a script error because it couldn't locate the png file for that bust.  If I wanted to use just a portrait turn busts off would be used.

    The following problems occurred after using the switch for the very first time (even if the switch is turned off the problem would stay after the FIRST time it was used no matter what)

    Problem one:  Auto events that involve movement with characters, the event would play as is but the automative movement would not occur (similar to if a character was trying to move through unpassable object).  Normally I know when this happens, the event cannot finish and it's stuck, but not in this case.  The event would continue as is but the movement of the character wouldn't occur.

    Example:  Move U U U U U (bubble ?), MOVE D D D D D (bubble !), transfer player to X location and continue to next event.  The bubbles would appear as well as any waits, message boxes, and such just not the movement itself even if the tile set allows movement or even when turning on THROUGH in the movement route the character would not move.

    Problem two:  If bust's were left on alone and not turned off, my characters would move as if anything is passable basically THROUGH was turned on forever. I'm not sure why a bust picture script would cause this error, but turning off the bust's fixed it as as a switch as long as the switch was turned back off.

    Problem three:  Female switch.  My game project allows the player to pick male or female.  However the moment bust's switch is activated it turns this switch "off" and by "off" I mean F9 says it's ON and any event up to that point if the character is a female would work until the bust is switch is turned on or off.  Turning it off never reactivated the female switch condition.

    So if I have a conditional branch that says MAIN PLAYER FEMALE = ON "Say this message box" ELSE "Say this message box".  The switch would be "off" but the testing mode would report it as on.  After I found this error, it was the final straw and i just gave up with it because even when I manually tried to reset the switch in the game itself through F9 the switch to be a female would be "off" permanently.

    I would love to use this script it works wonders but causes those three problems.  I figured I'd post this here to see if anyone else had this problem.  Again using Glav's bust script.  Once I commented out the script everything worked perfectly fine, but alas no busts :(
  2. In my very first demo, I used Galv's bust script and the switch to activate/deactivate busts as well.

    But never did I encounter your problems. My Move settings worked fine. My others switches too.

    There must be something else overwritten by another script (or this one is overwriting another).
  3. Try changing the switch #1 to e.g. switch #200, or something else outrageously higher than your last used switch.  I know you've said that you have double (and. no doubt. triple) checked, but it is still very easy to overlook something.
  4. As ksjp17 said, most probably the switch #1 IS used elsewhere even if you think it's not used - NOTHING else can explain your problems.


    The easiest way to proof that is to change the switch for the bust script to some other switch that isn't used for anything.


    That said, given your description you didn't check everywhere for double use of that switch. Because switch ID#1 is the very worst choice to make for ANY function - I suggest leaving that switch ALWAYS unused:


    --> Any common event turned to parallel process or autorun AUTOMATICALLY gets assigned to switch #1 if you don't manually change that.


    You'll just have to accidentally switch a common event to parallel, and that has happened - and you said you only checked scripts, and perhaps your map events - but did you also check your common events?


    And if one of your map events triggers that switch without you remembering it, that can also cause such problems...