I've created my most complicated event yet and I have no idea what went wrong...absolutely everything else runs well except at the end I cannot move my player or go into the menu.
I've had this problem before and always solved it but not to this degree. Could the problem be during the event I transferred to another map location? Should I screen-grab my event as well?
Stuck in an event. Help?
● ARCHIVED · READ-ONLY
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Yes, please do post screenshots. They make it easier to pinpoint the issue. :)
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You should screen-grab your event. The only thing I can think of right now is maybe you forgot to flip a switch to stop the event at the end.
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Screenshot would help.
My guess is you still have something auto-running or you made an event or the player move into a spot they couldn't without turning on "Through" or "Skip if Cannot Move." -
Here we go.....uhhh, how do I collapse all the images into one click so it's not taking up a crapload of space...?
Sorry in advance for all this.
There's one more bit of text after this then going into a Self-SwitchA on which gives the 3rd and blank page -
You didn't actually post any screenshots, try again.
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If you simply can't move your char it can be for many reasons, if you can't enter the menu on top of that, you forgot to reenable access to it or most likely you have an autorun event, which you did not stop properly.
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Most likely the empty third page is set to autorun, set that to player activate
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All right, considering the frustration on taking/posting loads of screenshots, I'm just going to transcribe the event processing, only smoothing over the dialogue
Note that I consolidated it into one page so there's no autorun in it. Also, the entire event runs completely fine it's just that I don't hae full control of my player or menu acess.
SpoilerThe event in question activates on player touch and is below the character.
All move routes are set to wait until completion.
It starts with dialogue, then a move route for the player to go up. After this, the game gathers followers.
After this is more dialogue some more movement spiced in.
Towards the end is some screen effects (all also set to wait until completion)
The screen fades out, asks if the player wants to save, transfers the player to another map.
The screen fades back in, a little more dialogue and it turns a self switch on to a blank 2nd page. -
Wah, a quick solution would be to flip a global switch and let ALL EVENTS have a new blank page with that switch as requirement. It's a bit hard to solve your problem without screenies...
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FOUND AND FIXED THE PROBLEM!
When the player is transported to another map, said map had a "Turn off Encounters" Event that would run when the switch in the supposed problem event was on. This, obviously, conflicted with the timing and it tried to run both at the same time.
Now a simple question: how would I go about turning off encounters on the transported event? Just put it at the very end of the first "problem" event?? -
Events shouldn't conflict with each other. If you're worried about multiple autoruns, the game will run the autorun with the lowest event ID first.
But yes, you can turn encounters off right before you transfer.
It's still extremely hard to pinpoint your problem without any screenshots, and I'm sure it's just something really small that you missed.