[RMVX ACE] EVENTS CAN'T CHANGE FACING

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Pages: 1
Yes, I disabled direction fix. (I knew everyone would think that when seeing the subject line.)

So... I have an event that triggers when a player steps on it, and I wanted it to be very obvious, so I set its graphic to one of those giant floor buttons. Then in the event commands I have it play a sound effect and do a move route to show the button going down then back up (first move route command turns direction fix Off).

When I test it I hear the sound effect, and the rest of the event works properly, but the graphic never changes. So I created a quick event treasure chest for comparison, then added the wait commands to my event, and it still doesn't work. It does seem to be waiting for the move route to complete before doing the rest of the event commands.

And now the freaky part: the treasure chest doesn't open either. It plays its sound effect and tells me I got 0 gold, but the graphic stays closed, even when empty. And I double checked that page 2 was set to the open graphic. This is an unmodified quick event, and it's not working.

I have not added or modified any scripts. I have some script calls in my events, but they don't touch events. I asked Steam to validate my files, it found and fixed 77 files, but it still doesn't work. So I uninstalled and reinstalled, and it still doesn't work.

One unusual thing I've done was change the project name. And then I manually changed the directory name to match, which confused Ace a bit. But it's obviously finding my files, and I don't see why that would affect RTP graphics.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Hard to diagnose since lots of things can cause situations kinda like this. Another parallel process event continuously changing this event for example.

3 questions:

1) If the player tries to open the chest a second time, what happens?

2) If the player opens the chest, leaves the map by teleporting to another map, and comes back, is the chest open or closed? (Both in appearance and in function?)

3) Can you post a screenshot of the event's first page? You can upload images to RMN via your locker, and then put that image in your post.
SunflowerGames
The most beautiful user on RMN!
13323

A chest event requires 2 event pages. The first event page needs a control switch.
The second event page occurs because the control switch is active. The first page shows a closed chest, the second page shows an open one.
No common events, no parallel processes.

1) Nothing.

2) Don't have any map transitions yet... adding some now...

Huh, the treasure chest works if the player starts on a different map. If player starts on the same map, the opening animation won't play but when you return to the map it will show open.

My button animation now works the first time you step on it, but not the second time. You have to leave and return to get it to animate again.

Ah ha! I found the cause of the problem. Both of these events were being triggered after an event that reloads the map using this script call: $game_map.setup($game_map.map_id)

Now I need some other way to restore the map layers to their saved versions...

Thank you very much for suggesting I leave the map and return!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
When you say "restore the map layers to their saved versions," what are you changing/saving on the map, and what are you trying to reset? For the most part maps should get "reloaded" any time the player enters them anyway.
The purpose of the map is to show which layers Ace draws each autotile on. So I have one event that clears the base layer, and another that clears the embellishment layer, then I put a reset event between them so you could go back and forth. And everything works perfectly.

And I thought other people might want to play with this too (I test other autotile stuff on other maps) so I wanted to pretty it up a bit, and that's the part that doesn't work.

I suppose I could clone the map data the first time you step on the reset event and set a global switch, then copy the cloned data when the switch is set. And unset the switch when you leave the map (I have three of these maps, one for each mode).

Is it possible to declare instance variables from events? Or do I need to go into the scripts for that?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh damn, you're at a completely different level than I thought, haha. This seemed like a weird newbie problem at first.

If teleporting to another map and back fixes the problem, then it seems to me that the simplest solution is to actually do that each time. Just save the player's location, teleport to a black map, and then back. But if that doesn't suit your needs for whatever reason...

If you declare new variables from a script call in an event, they'll stop existing at the end of the script call, which is useless. But you can actually use $game_variables to store any type of data, not just numbers. You could store the entire map data in $game_variables, and then retrieve it from that variable any time you wanted to reset the map. There are other ways to store stuff if you feel like doing real scripting, but that's by far the simplest.
author=LockeZ
Oh damn, you're at a completely different level than I thought, haha. This seemed like a weird newbie problem at first.


Weird problems are my specialty. ;)

The thing is, I'm completely uncreative, so while others start with story/art and do mechanics later, I jump straight to the obscure technical details.
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