A STRANGE ISSUE
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I am creating an ABS, and I have several breakable items on each map (up to 8 per map).
I just noticed that sometimes when the breakable item is broken, the game stops allowing anything to happen. You can walk around, and you can talk, but it ignores the action key for sword swings, and it ignores other key commands for other items and the menu. It seems like the key input processing for some reason gets messed up, but I can't figure out why. Can anyone help me figure this out?
I am using rm2k3. I've tried restarting the Input Processing, resetting the variables to 0, everything I can think of, but it still locks up...
Edit : After fooling around a bit, if the item is broken, you cannot attack for about a second, but then you are able to, but if you pick up the item that the broken item drops before you can attack again, you cannot attack anymore at all.
I just noticed that sometimes when the breakable item is broken, the game stops allowing anything to happen. You can walk around, and you can talk, but it ignores the action key for sword swings, and it ignores other key commands for other items and the menu. It seems like the key input processing for some reason gets messed up, but I can't figure out why. Can anyone help me figure this out?
I am using rm2k3. I've tried restarting the Input Processing, resetting the variables to 0, everything I can think of, but it still locks up...
Edit : After fooling around a bit, if the item is broken, you cannot attack for about a second, but then you are able to, but if you pick up the item that the broken item drops before you can attack again, you cannot attack anymore at all.
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
If restarting the input processing doesn't fix it, then my guess would be that some automatic or parallel process event is continuously creating an input processing command. Maybe that helps you narrow down your search?
I do have the Key input processing command in a common event that continues to run. Should I not have that?
Anyways, here's the code.
This part is for the bush graphic.
Started with Action key
<> Move Event: This event, Frq 8, Pattern: Fc right, Wait, Fc up, Wait, Fc left, Wait, Wait
<> Wait: 0.7 sec.
<> Change Switch: = OFF (This switch controls the key input process, as well as graphics appearing on screen. I turn it off so that the hero won't lock himself slashing)
<> Change Hero Graphic: Hero #1 -> CHAR_Relaigne #4 (Changes back to the map sprite)
<> Fork Condition: If Item #2 owning then ... (If you own a Bow)
<> Change Variable: = Random (You can get 3 Items from the Bush)
<>
: Else ...
<> Fork Condition: If Item #3 owning then ... (If you own Bombs)
<> Change Variable: = Random (You can get 4 items)
<>
: Else ...
<> Fork Condition: If Switch == ON then ... (Same thing, only with Magic)
<> Change Variable: = Random
<>
: Else ...
<> Change Variable: = Random Otherwise only Hearts or Money appears
<>
: End of fork
<>
: End of fork
<>
: End of fork
<> Change Switch: = ON (Turns the key input processing parallel event back on
This next part is for just one of the items, in this case, when the heart drops.
Started when touched by hero
<> Change HP: Increase HP of hero #1 by 5 points
<> Change Variable: = 0 (Changes the random variable back, so that the heart won't show up until the bush is cut on the next map)
<> Change Switch: = ON (Turns the key input processing parallel event back on
<> Call Event: Common Event #25 (A quick thing that is supposed to set your character's image back and refresh the battle system)
<> Delete Event
If anymore is needed just let me know.
Anyways, here's the code.
This part is for the bush graphic.
Started with Action key
<> Move Event: This event, Frq 8, Pattern: Fc right, Wait, Fc up, Wait, Fc left, Wait, Wait
<> Wait: 0.7 sec.
<> Change Switch: = OFF (This switch controls the key input process, as well as graphics appearing on screen. I turn it off so that the hero won't lock himself slashing)
<> Change Hero Graphic: Hero #1 -> CHAR_Relaigne #4 (Changes back to the map sprite)
<> Fork Condition: If Item #2 owning then ... (If you own a Bow)
<> Change Variable: = Random (You can get 3 Items from the Bush)
<>
: Else ...
<> Fork Condition: If Item #3 owning then ... (If you own Bombs)
<> Change Variable: = Random (You can get 4 items)
<>
: Else ...
<> Fork Condition: If Switch == ON then ... (Same thing, only with Magic)
<> Change Variable: = Random
<>
: Else ...
<> Change Variable: = Random Otherwise only Hearts or Money appears
<>
: End of fork
<>
: End of fork
<>
: End of fork
<> Change Switch: = ON (Turns the key input processing parallel event back on
This next part is for just one of the items, in this case, when the heart drops.
Started when touched by hero
<> Change HP: Increase HP of hero #1 by 5 points
<> Change Variable: = 0 (Changes the random variable back, so that the heart won't show up until the bush is cut on the next map)
<> Change Switch: = ON (Turns the key input processing parallel event back on
<> Call Event: Common Event #25 (A quick thing that is supposed to set your character's image back and refresh the battle system)
<> Delete Event
If anymore is needed just let me know.
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
I can't tell anything useful from this, sorry.
What is needed is for someone who knows how the entire system works to solve the problem. And that seems to pretty much just be you.
I don't know, man. You can't design an entire gigantic system from scratch and then tell us you have a vague bug that you know neither the cause nor the location of, and expect us to solve it based on one probably-unrelated snippet of code. It would take anyone other than you hours to just understand how it's supposed to work, so I think you're pretty much on your own.
What is needed is for someone who knows how the entire system works to solve the problem. And that seems to pretty much just be you.
I don't know, man. You can't design an entire gigantic system from scratch and then tell us you have a vague bug that you know neither the cause nor the location of, and expect us to solve it based on one probably-unrelated snippet of code. It would take anyone other than you hours to just understand how it's supposed to work, so I think you're pretty much on your own.
Yea, I was just hoping someone might be able to figure it out... I don't understand why it only happens SOMETIMES, and only if the player does not wait a few seconds after the bush has been broken. I can't find a damn thing in the coding that could explain it.
Hm, how about making a test map with the event and post it here (meaning just copy/paste to new game). It'll give us a chance to check out the event at hand and maybe mess with a few things to see what changes what.
Maybe put a Wait 0.0 after the fork conditions or something? Not sure. I'd have to check it out myself.
Maybe put a Wait 0.0 after the fork conditions or something? Not sure. I'd have to check it out myself.
I don't know, why don't you try to change that "wait 0.7" command for a "wait until movement" or something like that, and give the engine time to do what is supposed to do...
author=alterego
I don't know, why don't you try to change that "wait 0.7" command for a "wait until movement" or something like that, and give the engine time to do what is supposed to do...
just adding that "proceed with movement" might work well for debugging, but probably shouldn't be used as a final solution for an ABS game, since it will wait with execution of further code until ALL move events on the map are done executing.
as for the main problem, we can still only speculate in what the problem might be. If you want a more spesific solution, you'll probably have to make a test map where you can replicate the problem and upload the project somewhere, so that someone can look more closely at it, given that it's not too complex.
I managed to solve the issue. Part of the problem was that the event's animation would not complete and the hero could pick up the item before the wait was complete. So the break animation was removed, and it worked slightly better, but there was still a few moments of lag.
The other problem was that for some reason, when you pick up the event, the erase event command began acting screwy. In fact, that simply started recently, and so even my enemies would cause the attack animation to mess up.
So I fiddled around with a few switches and variables, and I got it to work. I appreciate that you guys tried to figure it out though, so thank you.
The other problem was that for some reason, when you pick up the event, the erase event command began acting screwy. In fact, that simply started recently, and so even my enemies would cause the attack animation to mess up.
So I fiddled around with a few switches and variables, and I got it to work. I appreciate that you guys tried to figure it out though, so thank you.
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