Ending Parallel Process

HugoWorks

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Hi everyone,



I've seen a few questions here about parallel processes, but reading up on it hasn't helped me fix my problem so I'm asking here.


After acquiring an item, the General appears and walks towards the player, and while doing so I have some dialogue pop up (this is why I chose parallel process.) 


Then he stops and calls the guards. At this point, the game is either freezing or the process isn't ending properly, because I can't do anything.


I thought the process *should* end, because after calling the guards a switch takes the General's event to the next page, which is empty, and therefore should end the event.


Any suggests or advice would be greatly appreciated :)

Guards.png
 

AceOfAces_Mod

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First, Parallel Process means that this event runs in conjunction with other events. I recommend having it in Autorun, since there's no need for that event you have. Second, you can set a Self Switch to ON and add an empty page with the self switch you'll turn on.


Do you mind to add screenshots for the events? It would help a lot to troubleshoot it.
 
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Andar

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If the switch works and the next page really is empty, then that next page is either autorun or parallel process itself.


"Switching off" a parallel process only works if the new page


1) has action button as trigger


2) has a higher page number (higher priority)


3) has no other condition needed than the switch
 

Soul

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So long as page 1 has the parallel process, your next page having the condition of the self-switch being on should work. You would probably be better served with having the event become auto-run, though. This way the player can't move or open any menu while the event with the general appearing is occurring. As in:


Page 1 - parallel process, using conditional branch. Above the "else" branch, turn self-switch A on if the player has the item in their inventory. Leaving the else branch empty.


Page 2 - autorun, with self-switch A checked under the conditions. Have the general do his thang here. End it with self-switch B on.


Page 3 - check the box with self-switch on, selecting B. Have it remain empty. Change nothing else.
 

Andar

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Page 1 - parallel process, using conditional branch. Above the "else" branch, turn self-switch A on if the player has the item in their inventory. Leaving the else branch empty.
Why that?


Simply use the condition for the item, no conditional branch is needed.


And if the picture isn't needed, that condition can be moved to page 2 and the (former) page 1 deleted.
 

HugoWorks

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Thank you all very much for your responses, you've helped me fix the issue :)


I think I had been making a rookie error by simply not turning the event off properly. The General's event is triggered when the player picks up the item on his desk, but this trigger needed to be turned off properly to end the auto-run. I was too busy looking in the General's own event pages to notice.


Please consider this solved :)
 

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