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Having trouble with the Set Move Route command. (Resolved)

RESOLVEDI had earlier set one of my event's graphics to none, and forgot to set it's through settings to on. Woops.RESOLVED

I'm working on an evented intro for my game, and it appears I'm having trouble with the Set Move Route command where one of my Set Move Routes isn't working as it sould. During a point during the intro, an Amy Chao appears and startles a Sonic Chao, causing her to chase him after he leaves the screen...however, the set move route event for her is only done paritally or so, and then it ignores the rest of the commands in the set move route I gave the event. The event basically just stops two tiles before it's supposed to, and doesn't even set it's graphic to none as I had it commanded after the movement sequence.
Note:
+Originally, I had the eventing for the intro put into one autorun invisible event, and that's where the problem initially happened.
+I then did a test where I created a copy of the auorun event, turned the original to action button trigger, and set the new one to autorun. I edited it to show only the Amy Chao's movement, and strangely...it went through on it's own. O.o
+I then tried splitting the original event itself in half, and setting the second half's requirements to activate to a switch or variable value. No success there, the move route for the Amy Chao is still screwed up. That's all I have for now.

Scripts being used (In case that one of my scripts is messing with movement o had compabilitiy issues/problems):
Tankentai Side-View CBS by Atoa & co (original for VX by Enu, and translated by Kylock, Mr Bubble, and cairn (XP version)
Tankentai's Animated Battlers Add-on (no author. Atoa?)
All of the weapon animation add-ons (Bub's Bow, Kylock's Gun, Atoa's Spear, Epinor's Throw, and Enelvon's Dash and Bomb)
Battle Windows Add-on (Atoa)
HP/SP/EXP Meters Add-on (Atoa)
Map Stats by Dubealex (With Cybersam's keyboard script)
Leon's Custom Shop Menu and Alignment System
Dubealex's AMS
Ccoa's Weather System
Character Database, by Nakate
Demon Book by Mr Mo (I think, not sure...)
Expand Show Choices by Jimmy
Atoa's CTB for the Tankentai Side-View CBS
Extra Menu Commands by NightRunner
Zeriab's Anti Event Lag System
Some custom windows I made (A window for displaying AP stored in a variable on the skill tree map, and one for displaying records stored in a variable.)
Mimic/Copy by RotimiKid
Damage Recording Snippet (thanks to GubiD)
Credits Script by Paul Baker
Enemy Levels by RotimiKid
Screenshot Script by GameGuy
Advanced Debug System by Slipknot
Title Skip by Punk
Battle Mod Scripts by PhotonWeapon
 

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Use Wait until moves completion, if that doesn't work right try using wait after words

Increase the amount of wait frames at the end of the set move route

You'll have to time it. See how many frames you actually need. 18 - 20 frames = about a second.
 
Star":1ajnjgq0 said:
See how many frames you actually need. 18 - 20 frames = about a second.
Uh... no. Refer to the respective frame rate for the Interpreter - RMXP uses 40fps, RMVX 60fps by default, therefore, setting the Wait command to 40 frames on XP, or 60 frames on VX will equal 1 second.
 
Wait, that makes absolutely no sense... does that mean everything below 1s will get scaled up to 1s? O_o Either way, it doesn't seem to make any sense to me... :huh:
What if you want to wait for 0.5s?

Or is it simply the wait command that simply translates 1s = (Graphics.frame_rate / 2) ?
 
BlueScope":1tdpda7z said:
Wait, that makes absolutely no sense... does that mean everything below 1s will get scaled up to 1s? O_o Either way, it doesn't seem to make any sense to me... :huh:
What if you want to wait for 0.5s?

Or is it simply the wait command that simply translates 1s = (Graphics.frame_rate / 2) ?
If you want to wait half a second, you just put a 10 frame wait.
 
[rgss]  #--------------------------------------------------------------------------
  # * Wait
  #--------------------------------------------------------------------------
  def command_106
    # Set wait count
    @wait_count = @parameters[0] * 2
    # Continue
    return true
  end
[/rgss]
it waits twice as much frames as you tell it to wait.
weird but true.
 

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