Double resume error from paralell common event?

Dark_Metamorphosis

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So I'm experiencing something very weird from a common event that I try to run, thing is that it works without any issues if I call it from an auto run, the skill window appears like it should and I can choose spells. But if I change it to parallel (to prevent the screen from freezing ofc) I get an Fiber-error, nothing I have ever seen before? 

The common event and the error can be seen in the attached files (very simple stuff.)

Any ideas?

Skärmklipp 2015-01-15 22.52.06.png

Skärmklipp 2015-01-15 22.52.16.png

Thanks!
 

Another Fen

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What exactly does the script command do? Any chance it invokes $game_map.update?

The error usually occurs when you try to update the execution of an event inside the event itself. "Parallel Process" events are usually updated every time you call $game_map.update, so you should avoid to invoke that within a parallel process event.
 

Andar

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That common event already is a parallel process, and parallel process CE's cannot be called by the event command, they need to be activated by their switch.
 

Engr. Adiktuzmiko

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Also try to increase the wait time, from my tests, my shortest press of a button registers for about 4 frames but usually lasts up to more than 10 frames. You could also just change it to Input.trigger?:)Y) so that it only registers once per press.

Also, what does that script call does?

Also, are you calling the CE from outside? That could also cause a problem since you're calling the CE when it's already running anyways (assuming the switch is ON).
 
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Dark_Metamorphosis

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The script command in question is for yanflys Skill event and it opens a window with categorized spells that sets the Skill ID into a variable when each spell is used. I will try and see if Wait time and the key input command will work. I still find it weird that the CE runs fine if I put it into an auto fun though, should be the same deal for both? Just read on the script comments and seems like others has the same issue. Might be a problem with the script call then, which If so is pretty unfortunate. Will have to use events to interact with instead of using a CE then I guess.
 
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Another Fen

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As it seems, when you call event_select_skill the event interpreter takes control over the entire scene until a skill is selected. All map related updates are also done during this time, excluding the main event interpreter (which handles non-parallel event execution, so there should be no error when doing that call within a non-parallel process event). It's a quite unusual way of controlling a selection window and I didn't look long enough at the script to tell if there could be a specific reason for this.

However, you could split your event in two common events. One parallel process to check when the player presses [Y] to turn a switch on, and a second "Autostart" event that invokes the script command when that switch was activated. As a - perhaps positive - side effect skill selection is automatically blocked during a cutscene, since only one non-parallel event is executed at a time.
 
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Dark_Metamorphosis

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As it seems, when you call event_select_skill the event interpreter takes control over the entire scene until a skill is selected. All map related updates are also done during this time, excluding the main event interpreter (which handles non-parallel event execution, so there should be no error when doing that call within a non-parallel process event). It's a quite unusual way of controlling a selection window and I didn't look long enough at the script to tell if there could be a specific reason for this.

However, you could split your event in two common events. One parallel process to check when the player presses [Y] to turn a switch on, and a second "Autostart" event that invokes the script command when that switch was activated. As a - perhaps positive - side effect skill selection is automatically blocked during a cutscene, since only one non-parallel event is executed at a time.
That could actually work. I just need to make sure to disable the switch some way in the CE then. Yeah, I havn't really tried that yet but I hope that you won't be able to open it during a cutscene.

I'll try this out and see if I can work it out, since I rather would have the possibility for the player to open the window everywhere on the map instead of interracting with specific events related to the overworld abilities only.
 

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