At the moment, I am trying to fix a long existing problem with the game. Save points at the Great Crater messing the game up. I've sorted the Save Point code there so one bug is fixed, but that still leaves us with a remaining issue. Sadly, this one is engine related.
See, when you run through a Save point you've created at the crater, the code initiates to bring the window up and disable the mobility etc. This works fine. Sadly, because you're running, Cloud's model travels a little bit before stopping. This extra running time may place him past the line which activates his script. In one example at the Crater, the script moves him from one side of the water to the other. If the dialogue window with the SP is closed during this time, it reactivates mobility and menu DURING the other script (which has animations and move operations). This appears to break the game, and a lot of weird stuff can happen as a result. Basically, I don't think the game's engine allows mobility or menu (and probably other operations) during certain other operations. It simply breaks the game.
I've tried quite a few workarounds - none of them worked. What I am left with is this:
1. Allow menu and mobility from created Save Points. This will stop the bug in the engine, but will be rather shoddy.
2. Change Save Point detection to the talk script (so you'd press Action if you wanted to Save.) This still might not fix the issue since you may be able to run while pressing action and still make the bug happen.
It's a bit shit.
My current fix at least stops the instant breaking of games. As long as the player doesn't close the window until the script has finished, there is no issue. I will look at this some more.
It won't matter for Weapon - because there won't be any custom Save Points. Just my own preset.