HELP WITH MOVING EVENTS.

Posts

Pages: 1
I've got problems again with one of my characters. It's the red haired girl over in the corner. When it performs her movement event, she only moves one square and then the dialogue begins. What do you think is going wrong? I haven't interfered with the movement properties of the tiles in anyway and everybody else moves fine. Here's an image so you can see what the event looks like. She's "Hero 2" in the events.

Well, considering 60 frames is 1 second, 80 frames is enough time for the character to move all the way. ...What is this RmXP? I'm not sure but there may be a 'Wait until movement is done' command somewhere or a checkbox you can tick in the 'Set move route' command that does exactly that. If not, then calculate how much would the character take to reach it's destination and put that in frames.
Another way to check for event move completion without estimating time or using the sometimes-game-freezing Wait For Move Completion event command is to use a switch. Let's say this switch is called Animation Complete.

Place a loop right after the Move Event command, and inside it, have only one condition: "If SWITCH {Animation Complete} is ON, then Turn SWITCH {Animation Complete} OFF and then Break Loop."

Now, inside your Move Event command, place as the very last item in the move list, "Turn SWITCH {Animation Complete} ON".
I've solved the problem. I shifted all parts after and including the movement of Hero 2 (Now known as Rochelle) to Rochelle's event. After I did that, it all worked fine.

I don't think that the animation complete idea would've worked. I already used the wait until all events have finished (what ever it's called) command. It seemed to think it had already done it's animation and cruised right on ahead with the dialogue.

Thanks for the ideas
Pages: 1