If two common events with battles run at (or near) the same time, the second one will not register b

EternalShadow

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So basically:


Main char gets attacked by the top-left event first:





Battle proceeds.


The battle is easily won. This shiny animation displays the win.





The second battle from the event below starts:





After the battle, the event below is still there:





And battle starts again:





Both events have exactly the same setup.


They are parallel process to allow for the pathfinding/proximity script to work.


If the main character is within 5 squares of the event, it will go to page 2.





Page 2 allows the event to chase the player. Battle begins if the player is within one square of the event. The player is forced to wait until all animations are complete.





If the player runs from battle, the event goes to the third page, where it also "runs away" to give the player breathing space. However, in this bug testing, if the event is running in this instance "at the same time" as another event, this page doesn't even work and battle starts again straight away. If the event is encountered on its own, it works just fine.





Literally what is happening is that the battle/event is completely ignoring whether the player has won or lost, and is only doing the battle processing.





The battle processing with 2 hornets above (cut off in the screenshot) is just the same thing as with the 3 hornets.


Could anyone figure out what is going on here? How can I get both events to behave normally, and erase (like the first one does) upon completion, rather than repeatedly starting battle over and over again (as the second does)?
 

The Infamous Bon Bon

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Maybe Erase Event being in the Common Event is the source of the problem.  Try erasing it a different way like have it turn on Self Switch D and add new page, which requires Self Switch D on to the events that does the Erase Event then turn off the Self Switch D
 

EternalShadow

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Maybe Erase Event being in the Common Event is the source of the problem.  Try erasing it a different way like have it turn on Self Switch D and add new page, which requires Self Switch D on to the events that does the Erase Event then turn off the Self Switch D
I put it all into one event to make it easier to debug, and the EXACT same issue persists! (The event never goes to self switch D, it just does the battle straight away again)








Here is the link to the proximity event script if it could possibly at all be the issue: (Claiming priority for the proximity event over everything else in the event? Doesn't explain why one event would work and the other wouldn't, though... so maybe it is storing event data wrongly somehow?)


http://forums.rpgmakerweb.com/index.php?/topic/415-proximity-events/
 

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