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[RMVX ACE] AUTORUN EVENT IS LOOPING PREVENTING CHARACTERS FROM BEING ABLE TO MOVE! PLEASE HELP!

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Pages: 1
I created an autorun event to where when the player gets to the world map for the first time, a dialog box shows giving the player the run down of the world map and warning the player to be careful to not accidentally wander into a high level area too early. Also this dialog box lets the user know that at this point in the game, it is the official start of the adventure.

That is followed by switch on #15 to prevent dialogue from repeating.

Page two of the event has *Change Battle BGM: 'World Map Battle' 100, 100* with the condition of switch #15 being on as I want the world map random encounters to have their own music.

And that is when the game basically "freezes", all user input is ignored.

I narrowed the problem down to being page 2 of event. Removing the "change battle BGM" command and leaving page 2 blank, makes it so that I can control my character. This tells me that page 2 of the autorun event is looping and thus I cannot control my characters because it is repeatedly looping the change battle music command.

Adding an "End event processing" command is NOT working. despite telling the event to end, it continues to loop anyway and I have no clue how to change that so it will not loop.

A Google search reveals that I need to create another page and have condition "self switch A on". But that is NOT working for me either. Despite adding a third page with condition 'self switch A is on", the second page continues to loop as long as that change battle BGM command is there.

I only want it to change the BGM as soon as I enter the World Map. and I plan on having a similar autorun commands while actually entering other areas to change the battle BGM back to default. but I cannot get the world map one to not loop.

The PS1 version of RPG Maker, which I was using for the last four years, autorun events are called intro events and they only ran as soon as you entered the map and stop when it the last command finished, and it would not run again until you exited and re-entered the map or told it not to run with a switch. Here, it seems they just loop.

The thing is, I need page two to run every time the player enters the world map. so I cannot have a switch to turn it on after the music command. I would then need it to turn off then when entering other areas but those areas would have a command to change the battle music back to default and then another switch to make that event not loop. over time, there would be a shit ton of switches. There must be a better way. If not, the PS1 version is far superior in that regard.

It would help if I could tell a page to only run when a specific switch is OFF. But there is no way to do that in VX ACE. PS1 version allows this. Yet another regard where the PS1 is superior.

Does anybody know what the problem could be?

Here are my event commands:
Page 1: https://i.imgur.com/u2nDhH7.jpg
Page 2: https://i.imgur.com/xMAhuzE.jpg
Page 3: https://i.imgur.com/1MQyG3g.jpg
End Event Processing will end the event termination, but it won't stop the event from starting up again. The event processing ends, and since it is an autorun event, it starts right back up again. Looks like the "Erase Event" might be what you want (tab 2->character->Erase Event). It will remove the event until the map is reloaded. That way each time you return to the world map it'll run again (updating the battle BGM), then erase itself so it doesn't continue processing.

For page 3, you have the condition as "Selfswitch A: On" but never set that selfswitch to on, so that page also never gets triggered. But then it would only update the battle BGM once, so when you return to the world map it won't update the battle BGM again.
Glad to hear that did the trick!
Pages: 1