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> Playing the wrong BGM!, Playing the wrong battle BGM
Ramathus
post Oct 21 2012, 10:06 PM
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I accidentally posted this in scripting. Hopefully this is the right place for me to post this topic.

I'll try to make this short and sweet...basically, I am doing my "programming" and then testing as I go along to make sure everything is going right. I've downloaded a few BGMs to add some variety to my music score, and when I walked south of the town I created and I get into a battle, and the game starts playing one of the BGMs that it's not supposed to. I go to the "system" specs, and check that the battle music is set to "battle 1" my preferred battle music (it's really not too bad imo, not for a basic tune)

I've checked all of my "troops" sections, to make sure that none of them had any event pages which indicated a "change in BGM"

I even went as far as to delete this particular BGM that it is playing, and when I go tot playtest, the game crashes before the a battle can start saying: "unable to find file XXX" (with XXX indicating the file name)

Any help would be appreciated!
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Shaddow
post Oct 21 2012, 10:55 PM
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First thing to check, are you using any custom scripts? Anything that could affect the music or the battles themselves? If you'd kindly post what scripts you are using here, we can take a look and see if a solution can be found.


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Ramathus
post Oct 21 2012, 11:14 PM
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I just found a solution. I started a new game, and that seemed to fix the issue...at least for the moment. However, I am having another issue. It seems that there are times where my main character is often able to walk in places that he shouldn't...like lava, and walls. I've checked the passage settings, and the no walk zones are all marked with an X. He's still able to walk on them. I might be able to post my scripts. If I run into a problem, I'll do it as soon as I get on my computer after work today.

QUOTE (Shaddowval @ Oct 22 2012, 02:55 AM) *
First thing to check, are you using any custom scripts? Anything that could affect the music or the battles themselves? If you'd kindly post what scripts you are using here, we can take a look and see if a solution can be found.

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amerk
post Oct 22 2012, 07:28 AM
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Make sure the very top left tile in TileB is a star. That's usually the number one issue with passability issues.


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Ramathus
post Oct 22 2012, 07:33 AM
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QUOTE (amerk @ Oct 22 2012, 10:28 AM) *
Make sure the very top left tile in TileB is a star. That's usually the number one issue with passability issues.


Yeah, I just checked...it is a star. Right now, the only scripts I have are SBS 2.6 config, sideview 1, and sideview 2. I can link the actual scripts if necessary. I am still having the problem with being able to walk through lava and whatnot.
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amerk
post Oct 22 2012, 07:46 AM
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There could be a lot of possibilities, so I'll see if a scripter has anything to say. You could always attempt a new project and test out each script one by one until you find one that's causing the issue. Another problem could be maybe you used a transparent tile that's walkable over certain areas. Maybe try using a transparent tile that's not passable over tiles the character shouldn't walk on and see if that helps.


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Ramathus
post Oct 22 2012, 07:55 AM
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QUOTE (amerk @ Oct 22 2012, 10:46 AM) *
There could be a lot of possibilities, so I'll see if a scripter has anything to say. You could always attempt a new project and test out each script one by one until you find one that's causing the issue. Another problem could be maybe you used a transparent tile that's walkable over certain areas. Maybe try using a transparent tile that's not passable over tiles the character shouldn't walk on and see if that helps.


The strange thing is, is that this wasn't happening at first. At first, my character was stopped where he needed to be stopped. i.e. not being allowed to walk on X marked tiles. I am not sure if it's a scripting issue. However...I have picked up a few scripts, and implemented them, and when I realized it wasn't really going to fit my game, I deleted the scripts altogether.

I am loathe to start a new project because of all of my database building...enemies, troops, actors, skills...it took me a full day to get it just right. Is there any way to copy over a database? Not to mention, my starting area took me another day, with the events, chests, and all that...

I did try putting down a transparent/impassable tile over the area that my character could walk through, and he's still able to walk over all of it.

I might add, that I've downloaded a few BGMs from a reputable source (others have used this guy) I just placed the files in my BGM folder, by directly going into my enterbrain/audio/BGM folder, and that worked just fine. I had the BGMs in place for a while before all this crap started happening.
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Ramathus
post Oct 22 2012, 08:20 AM
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I might try and copy all of my events for the area I am having the issue with, and then redesign the area. (it's a cave/mine system) I'll put the events back in with copy/paste, and see if that fixes the issue.

Try not to double post. You can go back and edit previous posts if it has only been a short time since your last post. ~Shaddowval
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Shaddow
post Oct 22 2012, 09:27 AM
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I don't believe he meant to start your game over, rather to make a test game and try out each script you have, until you find the culprit. Also when loading new features you can put them in the folder directly but it tends to be safer to use the import tool in your maker to add them to the game.


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Ramathus
post Oct 22 2012, 09:46 AM
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QUOTE (Shaddowval @ Oct 22 2012, 12:27 PM) *
I don't believe he meant to start your game over, rather to make a test game and try out each script you have, until you find the culprit. Also when loading new features you can put them in the folder directly but it tends to be safer to use the import tool in your maker to add them to the game.


I am going to do this, if my other method doesn't work...I haven't started yet because I needed to finish my daily work project, and work out...getting ready to start it now. The thing that is getting me, is that this wasn't happening initially. It just started happening out of nowhere.
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Ramathus
post Oct 22 2012, 10:27 AM
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QUOTE (Ramathus @ Oct 22 2012, 12:46 PM) *
QUOTE (Shaddowval @ Oct 22 2012, 12:27 PM) *
I don't believe he meant to start your game over, rather to make a test game and try out each script you have, until you find the culprit. Also when loading new features you can put them in the folder directly but it tends to be safer to use the import tool in your maker to add them to the game.


I am going to do this, if my other method doesn't work...I haven't started yet because I needed to finish my daily work project, and work out...getting ready to start it now. The thing that is getting me, is that this wasn't happening initially. It just started happening out of nowhere.


Good news! I am almost certain I figured out the problem. I created a door which requires a key in order to get in. I set a move route with the conditional branch for the door to unlock with a sound, as long as the key is in the inventory. However, when I set the move route, I set "through" to "on" which meant that my character could now walk through anything since he triggered that event.

I redesigned the move route, and moved my self switch, and things seem to be working just fine. My process is to create a section, and then play through exactly like someone would be playing it for the first time. I am going to finish the dungeon and I'll post an update if this fixed the problem.

Be sure not to double post, you can go back and edit a previous post if it has not been enough time and you would like to add more information If you double post again, a warn will be given. ~Shaddowval
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Shaddow
post Oct 22 2012, 11:11 AM
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Ah, I should have thought about that being an option, I had a similar issue when I first started eventing XD. I'm glad to hear you got it resolved though.


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