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Other Game Creation => Program Troubleshooting => Topic started by: tSwitch on March 06, 2009, 01:48:36 PM

Title: [VX] Skip if cannot move bug.
Post by: tSwitch on March 06, 2009, 01:48:36 PM
I made a simple jumping event system for my contest entry

it was a parallel process common event.
pseudocode:

if button A is pressed
   if facing up
      jump up 2 squares, skip if cannot move, wait for completion
      wait 15 frames
   else
      if facing right
          jump right 2 squares, skip if cannot move, wait for completion
          wait 15 frames
      else
          if facing left
              jump left 2 squares, skip if cannot move, wait for completion
              wait 15 frames
          else
              if facing down
                  jump down 2 squares, skip if cannot move, wait for completion
                  wait 15 frames
              end
          end
       end
   end
end


the jumping itself works fine, however, it ignores the 'skip if cannot move' part, and allows the character to land on walls and even outside the map.  The passibilities are set right, because walking normally, you can't access either spot, and if you're on one of the impassible tiles, you can't move.

anyone else run into this?
Title: Re: [VX] Skip if cannot move bug.
Post by: OverlordVulcan on March 07, 2009, 08:05:55 AM
I've run into this problem as well.

I used Woratana's Improved & Special Move Commands (http://rmrk.net/index.php/topic,25528.0.html) script to fix that bug.

Anyway, if your jumping plays a sound, it will still play the sound while you remain in your normal position.
Title: Re: [VX] Skip if cannot move bug.
Post by: Nessiah on March 07, 2009, 08:11:42 AM
@Jcys, the contest doesn't allow scripts only events :P

Well nam, I'll check it later
Title: Re: [VX] Skip if cannot move bug.
Post by: tSwitch on March 07, 2009, 04:03:50 PM
you know there's something wrong with a system when people are writing scripts to fix built in events.



? SAFE JUMP:
Don't Jump if its destination is OUT OF THE SCREEN (or) NOT PASSABLE.
(Old jump will not check before jump)



damn you enterbrain!
VX is like the Vista of RPG Makers -_-

I suppose I'll either have to figure out a way to manually check passibility with a call script, or just not use jumping :/