An Odd Experience

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Ultimacj

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I had a really odd experience with RPG Maker while creating my tower area.  In my tower base first floor theres a hidden staircase which doesn't appear until you hit two switches both on left and right side.  Once both switches are hit (WIND TOWER SWITCH A = ON  etc) the game would give a message that did it something.

Here's the part that confused me prior to me figuring it (I think) out.  Before I added a SELF SWITCH C which has nothing but a blank page (see image 2), the game would loop constantly of the dialog box and it would become an endless loop and you couldn't get out of it (the message indicating to the player that flipping the two switches did something). 

I would not think I'd have to add a total blank page to get out of the loop.  I've tried break loop and as well as exit event processing (which ends the event)  but that didn't do the trick.  I tried both action button and parallel process as well, and still looped once both switches were hit.  When I added the self switch C that fixed it.

I find this odd because I had another event that you talked to an NPC after talking with him (which was another switch so he would appear in another area) which had the same conditons but the game did not go into a loop it would resume normally and conditon worked (didn't have to add a blank page)

I fixed the problem with the self switch C but I find it odd that I didn't have to do that with my previous event (which had parallel processes as well after interacting with it).  Below are the screen shots

A:  Where the game constanly looped in this wall of text no matter what the game wouldn't continue on after hitting the confirm button

B:  Trying both action button and parallel processes as there's nothing else to do with this event.

C:  Adding the blank page (see next image) just "magically" fixed it.

Has anyone else had something similar happen?  Can't imagine the complexity of an area that has a TON of switches lol!
 

orochii

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When a parallel process is activated, it will NEVER stop, and loop forever until you deactivate him, OR activate another page, like that blank page with the press button activation. So yeah, your blank page is everything it needed.

The same goes for autostart,

OZ
 

Ultimacj

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If that's true how come "exit event processing function" doesn't work?  Wouldn't that be the same thing?
 

orochii

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"Exit event processing" will make the event to finish. And by finishing it means to not executing anything else on the command list. Let's say we put a message below the "exit event", so that message will not be shown.

But after "finishing", it is free to restart again,

OZ
 

Ultimacj

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"Exit event processing" will make the event to finish. And by finishing it means to not executing anything else on the command list. Let's say we put a message below the "exit event", so that message will not be shown.

But after "finishing", it is free to restart again,

OZ
Ah so it doesn't break event just stops were the command is and repeats itself.  Trying to think of a situation were you wouldn't want an event to finish all the way....
 

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exit event processing works if the event doesn't loop, or it skip's the rest of the commands and restarts the event in the next frame (not immediatly) if it's an autorun or parallel process event (both of them automatically and always loop until switched off by changing to a non-looping page)

The "looping" of parallel process and autorun is actually a restart of the event in the next processing frame, those events don't run multiple times per frame.

That is also why the wait-command is good for reducing lag: it tells the engine to skip the restart of the same event for the next X frames.
 

Ultimacj

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That kinda makes sense but one would think theres nothing else followed by the message box of this event the game just resumes as is but kinda makes sense at the same time.
 

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.


Parallel and Autorun events loop until you make them stop. That is by either erasing the event (in that case it will begin again as soon as you leave the map and return), or changing switches, variables, etc, to make a higher-numbered page active.


Exit Event Processing doesn't actually exit the event. It simply places the pointer after the last command, so any commands following Exit Event Processing are skipped. This means different things, depending on the trigger of the event. For regular events (action button or player/event touch), it means it's finished, and no more code will be processed. For looping events (parallel process and autorun), it means it follows the default behaviour and starts over from the top of the command list.


It makes sense, if you understand what parallel process and autorun events are meant to do.


For something like you've done in your images there, there's no need to have the commands spread over multiple pages. Anything that needs to be done from the moment the player interacts with it (or enters the map, in the case of things that happen automatically) until the whole thing is finished, can be put on a single event page. You don't need to use multiple pages with switches/variables and parallel process to make things happen in sequence.


Anyway, is this resolved, or do you actually need assistance with something?
 
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Celianna

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Ah so it doesn't break event just stops were the command is and repeats itself.  Trying to think of a situation were you wouldn't want an event to finish all the way....
I use exit event processing all the time. It's super useful for ending an event prematurely if it's got a lot of conditional branches, and you don't want it to run through them all if one condition is checked.


For example, I have one master event that makes all NPCs walk around and be positioned based on the day of the week and the time of the day. When it is Monday, my event will use labels to jump to Monday and then check what time it is, at which point it'll place the NPC in their correct location. After that, I use an exit event processing command. Why? Because I've still got Tuesday through Sunday for the event to go through, and it'll screw up the locations for the NPC if it ran through the entire event. Hence why, if it's Monday, it'll end the event prematurely.


I could have used a conditional branch instead for each day of the week, but I honestly prefer not having my text run off the page (since you can't scroll to the right in an event window), so I rely on exit event processing to end when it is needed.
 
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Berylstone

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I had a really odd experience with RPG Maker while creating my tower area.  In my tower base first floor theres a hidden staircase which doesn't appear until you hit two switches both on left and right side.  Once both switches are hit (WIND TOWER SWITCH A = ON  etc) the game would give a message that did it something.

Here's the part that confused me prior to me figuring it (I think) out.  Before I added a SELF SWITCH C which has nothing but a blank page (see image 2), the game would loop constantly of the dialog box and it would become an endless loop and you couldn't get out of it (the message indicating to the player that flipping the two switches did something). 

I would not think I'd have to add a total blank page to get out of the loop.  I've tried break loop and as well as exit event processing (which ends the event)  but that didn't do the trick.  I tried both action button and parallel process as well, and still looped once both switches were hit.  When I added the self switch C that fixed it.

I find this odd because I had another event that you talked to an NPC after talking with him (which was another switch so he would appear in another area) which had the same conditons but the game did not go into a loop it would resume normally and conditon worked (didn't have to add a blank page)

I fixed the problem with the self switch C but I find it odd that I didn't have to do that with my previous event (which had parallel processes as well after interacting with it).  Below are the screen shots

A:  Where the game constanly looped in this wall of text no matter what the game wouldn't continue on after hitting the confirm button

B:  Trying both action button and parallel processes as there's nothing else to do with this event.

C:  Adding the blank page (see next image) just "magically" fixed it.

Has anyone else had something similar happen?  Can't imagine the complexity of an area that has a TON of switches lol!

This is just a tip that may or may not be useful.  But if you are making numerous parallel process events that you would like to be able to turn off or on frequently throughout your game you could create them as Common Events and give them triggers.  That way you can stop them or start them back up by switching on the relevant switches.

Also, I was born in Panama City.  So nice to see a fellow Native Floridian on here.
 
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Ultimacj

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I use exit event processing all the time. It's super useful for ending an event prematurely if it's got a lot of conditional branches, and you don't want it to run through them all if one condition is checked.

For example, I have one master event that makes all NPCs walk around and be positioned based on the day of the week and the time of the day. When it is Monday, my event will use labels to jump to Monday and then check what time it is, at which point it'll place the NPC in their correct location. After that, I use an exit event processing command. Why? Because I've still got Tuesday through Sunday for the event to go through, and it'll screw up the locations for the NPC if it ran through the entire event. Hence why, if it's Monday, it'll end the event prematurely.

I could have used a conditional branch instead for each day of the week, but I honestly prefer not having my text run off the page (since you can't scroll to the right in an event window), so I rely on exit event processing to end when it is needed.
Ok I can see that working for complex functions such as that, so that makes sense.  My first project isn't at THAT deep of a level.  I didn't think of this as a "support" post felt more of an odd experience more than "Someone Help me out!"

If I decide to make a "Persona" series type of game, this feature would be really handy.  Course wish Altus hurry the frak up with Persona 5 so I have a reason to buy a PS3 or PS4 :)
 

Ultimacj

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This is just a tip that may or may not be useful.  But if you are making numerous parallel process events that you would like to be able to turn off or on frequently throughout your game you could create them as Common Events and give them triggers.  That way you can stop them or start them back up by switching on the relevant switches.

Also, I was born in Panama City.  So nice to see a fellow Native Floridian on here.
+1 to the Panama city comment :) lol

I'm not sure if I'll have multipule events, I have almost all my parallel's done other than the escape sequeince with a timer.  Most of my events are handled through the use of key items at certain points (I.E. door is locked have this to get in etc)
 
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Ultimacj

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.

For something like you've done in your images there, there's no need to have the commands spread over multiple pages. Anything that needs to be done from the moment the player interacts with it (or enters the map, in the case of things that happen automatically) until the whole thing is finished, can be put on a single event page. You don't need to use multiple pages with switches/variables and parallel process to make things happen in sequence.
I had no choice but to add a page 3/multiple page otherwise the game kept looping the text indicating to the player "something unlocked below" and you couldn't get out of it.  Adding the extra page/self switched fixed the issue.

This wasn't really a support question more like an odd experience I wanted to share, sorry if it worded to be one :)
 

Shaz

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Ultimacj, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


If you want to reply to several people at once, either just type @ followed by their name, or use the MultiQuote button. And then, don't quote their entire post. Delete anything that's not relevant to what you're about to say.
 

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Eye roll......
 

Shaz

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Not sure what that means, but I think this thread can be marked as resolved.


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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