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Araphre

odd >Wait for move's completion issue.

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okay, I've never been a part of any community, but I've been doing the whole rpg maker thing for at least a decade now. I know every version inside and out.

BUT. Ever since starting to work with RMXP, I've noticed something. An annoying little bug that I can't quite figure out....

The "Wait for move's completion" command doesn't always seem to work.

It only seems to happen when the movement set exceeds a certain number, such as 5 steps or so. For example, I have an event:

 

>through on, step left for 10 steps, turn, jump, and step down

>wait for moves completion

>show text "WTF"

 

Frequently in cases like this, the character will only take the first step and then the event will continue processing as if that was the only command issued. And I'd think that it should at least freeze the game, considering "ignore if cant move" isn't ever checked.

It's not an issue of impassibility. This has happened to me before on open ground (no objects or even other events in the way.) Through ON doesn't change it either.

It's not just the player or events. It happens to both.

Sometimes it doesn't happen at all. Other times it can be triggered by setting up more than one thing to happen before the completion command (such as setting move route, then show txt, then wait for move).

The movement itself isn't screwed up. Most of the time, if you take the long list of steps and break them down individually (each with their own wait for move) it works just fine.

And lastly, changing the activation doesn't do anything (like changing it from autorun to parallel, or on touch/key.)

 

Obviously, like everything else in this engine, there's a million ways to work around it. This issue just strikes me curious because I've never dealt with an actual bug in the editor/default script.

 

Here's an example of an event in which it happens:

post-10005-1248505588_thumb.png

The "Move Right" commands after the first are ignored, and the event continues on (as in the character follows the next move set,) despite the wait for move command.

Oh, and all the moves after that (The move left commands) are executed without error.

And no, the "ignore if cant move" is not checked.

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I duplicated exactly as the picture has shown without errors. All I can really say is to double check and see if there are any contradicting movement commands on that map. Nobody has ever complained about this command.

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Here's an example of an event in which it happens:

post-10005-1248505588_thumb.png

The "Move Right" commands after the first are ignored, and the event continues on (as in the character follows the next move set,) despite the wait for move command.

Oh, and all the moves after that (The move left commands) are executed without error.

And no, the "ignore if cant move" is not checked.

I have expereinced the same problem with 2 of my projects

 

The strange thing is it normally only happens to 1 event, but if i copy and paste that data into another event, it wont work also

do you have any special scripts

which tileset are you using and is it set p correctly in the database

does this only happen with this event,

if you change the first action what happenes

does it skip even if you seperate each individual movement into seperate move command boxs

do u have any extra rgss files

whats ur ram cpu and does ur computer lag?

 

try changing from move right to move left or another command entirely like jump.

 

heres another forum with the same problem

http://freebirdgames.com/forum/index.php?topic=1202.0

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@ Arkbennett, This is the only event running in this case. And... I think enigma has a point....

 

@Enigma: You know what, you brought back my memory of when this happened before. I deemed it a cursed event square, because when I recoded it in an entirely different event, it worked fine. But copying the event or the code caused the same problem. But since then it seems to be happening a lot more frequently.

In this particular case, it is with all default scripts. All RTP, on the "Castle" Tileset. Nothing extra, nothing special.

My comp is a gaming rig, no lag, 2 gigs of ram.

And like I said before, splitting up each move individually with a wait for move command does work.

Changing up the move set, it will do the same thing, run the first command (be it move, jump, play sound, etc) then skip the rest. Deleting that move set and making a fresh one does the same thing. About the only way to get different results is to move it around within the event:

If you look back at the picture I attached. I switched the two movesets, and it did the same thing in reverse order (moved left only once, then completed the other move set without error.)

 

I don't know. There's easy fixes for it. I was really just wondering if it had ever happened to anyone else without reason.

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Do you have any other events set to move? For example, are there any events set up with a "random" path, or a "custom" path? Sometimes, when there are other events moving on the same map (even when they aren't moving via a move route command, but are moving via a programmed path in the event itself) it can cause a similar problem. Check that and see if that may be the case. If it's not, then I'm not sure...I was thinking the 1.02 patch was supposed to fix that problem, though...maybe not -shrugs-

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I never encounter this problem before. I had it before where the move commands needed to be used 10 times in order to move once tho.

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I never encounter this problem before. I had it before where the move commands needed to be used 10 times in order to move once tho.

 

Forgive me for posting on this older topic, but I think I've found the problem.

At least for me....

 

This only seems to happen after the event has been processing for awhile (when there is a goodly amount of code on one page.) Fastest working fix without having to change up the movesets was to simply start a new event page, and everything works fine.

I guess Ruby just can't handle long events like the robust code of Rm2k3. Oh how I miss those days =(

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Forgive me for posting on this older topic, but I think I've found the problem.

At least for me....

 

This only seems to happen after the event has been processing for awhile (when there is a goodly amount of code on one page.) Fastest working fix without having to change up the movesets was to simply start a new event page, and everything works fine.

I guess Ruby just can't handle long events like the robust code of Rm2k3. Oh how I miss those days =(

It's not really that old of a topic, it's only been a couple days since someone posted in it.

 

But thanks for posting what worked for you, that way future people can use it. I don't know if what you say is 100% true. But I would definitely say that, that sounds like it could be possible.

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