Bizarre event issue

cthulhusquid

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I have a parallel process event on 1 map that keeps repeating, and I have no idea why. So far:
  • The event works (I moved it to a different map and it doesn't repeat)
  • No rogue switches are on (new game)
  • The map uses Yanfly's Move Restrict Region script (removing it does nothing)
  • There is roughly 330 events on the map currently, only 1 other uses parallel process
1st parallel process event (this is the one acting up):





2nd parallel process event:

 

Jules98

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Shouldn't that cutscene event be on autorun instead of parallel process?
 

gstv87

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try autorun instead of parallel, and add an exit event after the switch enable.
 

Andar

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@gstv87 the only difference between autorun and parallel process is that autorun disables player input, so of course that change couldn't help. And exit event processing couldn't help either because that only ends the current processing, not stopping the loop.

@cthulhusquid there are only two things that could even theoretically cause the PP to continue looping:
either the script aborts the event processing, so that the self-switch is never turned (unlikely because this event works on another map), or something resets the self-switch to off, restarting the PP.

The second is most likely, because only by script command can this happen and such script commands are based on event ID.

copy the event on the same map, giving it another ID, and change it to use a different self-switch. Then delete the original. If the copy with the other ID doesn't loop anymore, you'll have to find that other event that controls the self-switch A of even 5 OFF with a script command (especially if that command is on a common event or plugin it will cause a lot more trouble)
 

cthulhusquid

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@gstv87 the only difference between autorun and parallel process is that autorun disables player input, so of course that change couldn't help. And exit event processing couldn't help either because that only ends the current processing, not stopping the loop.

@cthulhusquid there are only two things that could even theoretically cause the PP to continue looping:
either the script aborts the event processing, so that the self-switch is never turned (unlikely because this event works on another map), or something resets the self-switch to off, restarting the PP.

The second is most likely, because only by script command can this happen and such script commands are based on event ID.

copy the event on the same map, giving it another ID, and change it to use a different self-switch. Then delete the original. If the copy with the other ID doesn't loop anymore, you'll have to find that other event that controls the self-switch A of even 5 OFF with a script command (especially if that command is on a common event or plugin it will cause a lot more trouble)
I've determined it's not caused by the second PP event, and the first PP event STILL loops even though the ID and self switch got changed.
 

Shaz

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You don't have a copy of the original PP event do you?
 

cthulhusquid

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Depends what you mean by copy. The original is at the top of this topic, while in game I have the version with the edited ID and self switch. There is no other copy on the map.
 

Shaz

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What I mean is do you have two versions of the event? The only way you could have a parallel process event that has nothing but text, turns on a self switch and has a second page conditioned by that self switch, but have it continue to run after the self switch is turned on, is if there's something else turning it off again, or if you actually have two identical events, and you're only turning one off and the other is continuing.

You said you copied the event to a new map and it worked. I suggest you copy it to a new map and then add a new third page to the original event, with no conditions (this is in effect disabling the PP first page). Then play on the original map and see if it still runs. If it does, you have another event somewhere that's doing the same thing.

This can happen when someone wants to make a "backup" of their event when it's almost working, before they start making major changes, in case they break anything. Then they forget they made the backup and they've got two events doing the same thing. It's happened.
 
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cthulhusquid

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The third page blocked it from working and nothing else showed up, which is good. I also tried deleting all traces of the restrict region script, in case that was causing the issue but it wasn't.
 

Roninator2

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As Shaz is suggesting, if you delete the event (put a condition on it so that it never runs), does the event seem to still run. If so then you have two of them.
Otherwise I would suggest to maybe put the self switch before the wait. If that doesn't help then before the script command. The rest of the event will continue to play with the self switch on (at least when set to autorun) (in my experience).
 

Shaz

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Do you have anything in another event, or in a script, that would cause the self switch to be turned off again?

How many custom scripts do you have? If you disable them all, does the issue still happen? Might be a bit difficult to check, as that event looks like it relies on a few custom scripts - so you might be able to disable all but those.

Actually, I wonder if it's related to that wait you have there before the self switch. Try removing that and see if it makes a difference. If it does, and you need the wait, try adding it back, but above the script call. It might re-introduce the same issue again though.
 

cthulhusquid

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As Shaz is suggesting, if you delete the event (put a condition on it so that it never runs), does the event seem to still run. If so then you have two of them.
Otherwise I would suggest to maybe put the self switch before the wait. If that doesn't help then before the script command. The rest of the event will continue to play with the self switch on (at least when set to autorun) (in my experience).
I stopped it from running with a third, blank page. Moving the self switch did nothing.

Do you have anything in another event, or in a script, that would cause the self switch to be turned off again?

How many custom scripts do you have? If you disable them all, does the issue still happen? Might be a bit difficult to check, as that event looks like it relies on a few custom scripts - so you might be able to disable all but those.

Actually, I wonder if it's related to that wait you have there before the self switch. Try removing that and see if it makes a difference. If it does, and you need the wait, try adding it back, but above the script call. It might re-introduce the same issue again though.
I am using 32 custom scripts. Moving around the wait did nothing.

On second thought, maybe I should have you guys download the game and see if there is anything you can find. I can point out the event and how to test it. I won't include the RTP if it's not needed.
 

Shaz

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sounds like a good idea to me! Can you create a second version of your game project with ONLY that map? If it happens there, that'll be less confusing for us to look at.
 

gstv87

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And exit event processing couldn't help either because that only ends the current processing, not stopping the loop.
The event is still repeating, that didn't work.
which is exactly what I was going for.
something is causing the parallel process to restart, or, switching the self-switch back off.

if you add a self-switch (changing the conditions for the event) and exit event after that, the process goes to the new event with new condition, so it doesn't run.
if it's still running, then something else is overwriting that.

in short, the event *itself* is not the problem, so ignore it.
 

Shaz

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Exit Event doesn't do anything on autoruns or parallel processes - it just makes it start over from the beginning. You're not thinking of Erase Event, are you?
 

cthulhusquid

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cabfe

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I've found your problem and I know how to fix it.

You're using an Anti lag script (TheoAllen - Insane Anti Lag).
These scripts often deactivate the functionality of events displayed beyond the screen space, to save CPU cycles.
The downside is that, since they're not updated as they should by the engine, some strange things can occur...

One easy solution is to move the event containing your cutscene closer to the player, so it can be processed normally.
 

gstv87

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Exit Event doesn't do anything on autoruns or parallel processes - it just makes it start over from the beginning. You're not thinking of Erase Event, are you?
no, *exit* event.
erase event will put the event on erased condition, and it won't check the self switch, but it also won't update.

I was betting on the event actually running it's validation: using autorun and exit event, that would stop the loop and set the event to run again after the next cycle of updates, but after the next cycle of updates the event is now in page 2, so it shouldn't run, but if it is then something is overriding *that*, so *there* is the problem, not in the event itself.

sometimes you have to make sure that whatever surrounds the problem isn't adding to the problem itself ("First, do no harm" ?) ;)
 

cthulhusquid

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I've found your problem and I know how to fix it.

You're using an Anti lag script (TheoAllen - Insane Anti Lag).
These scripts often deactivate the functionality of events displayed beyond the screen space, to save CPU cycles.
The downside is that, since they're not updated as they should by the engine, some strange things can occur...

One easy solution is to move the event containing your cutscene closer to the player, so it can be processed normally.
I got rid of the script, and it works! Talk about an obscure fix, thanks a lot guys! :cool:
 

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