Need help with parallel processing to action button event trigger

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AspiringRPGmaker

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I have an event in which I have a NPC approach the player. After a quick convo she moves away and stays in one spot. Using parallel process I can keep her there. problem is I have some new text for her  to say to the player if they were to approach and talk to her via action button trigger. Parallel Process will either do an infinite loop of the text or she returns to her event startingl place if I turn it off. How do I allow players to interact with her via action buttons while keeping parallel processing so she will stay at the new spot pernamently? Thanks in advance.
 

Venka

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you could write a conditional branch into your parallel process. Set a switch after she talks to the player the first time. Then on her event (not the parallel one). Start a new page that activates once the switch has been turned on. You can put the text you want her to say in there.


I think someone mentioned there's a script out there for remembering event's locations. Could try a search for it.


A screen shot of your event might be helpful as well. There might be a better way to do what you want without using the parallel process
 

Shaz

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Don't put the processing on your NPC event (don't distribute steps in a sequence over multiple events).


Have a trigger event - either an autorun if you want the NPC to approach the moment you enter the room, or a blank event below the player set to Player Touch, that has the processing for the NPC conversation. In that, do a Set Move Route, select the NPC, make her move to the player, show the conversation, make her move away, turn on a self switch so it doesn't happen again when you next move over the same spot.


Leave your NPC event set to Action Button trigger, and the event page will have whatever you want to happen when the player interacts with her AFTER that initial conversation.


Read this blog post for a further description of this process. Do your cutscenes and forced sequences like this, and save yourself a LOT of headaches. Your NPCs don't HAVE to be blank events, like in that article, but it'll be so much easier if you keep all the processing confined to a single event as outlined there.
 
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AspiringRPGmaker

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Maybe an illustration can help demonstrate my problem.



1.) The red line is the first sequence. When the player enters this map the Npc will come forward and chat with the player.

2.)The blue line is the second sequence where the Npc moves and stay at that designated spot. If the player interacts with her via action button she'll have something new to say.

The problem here is she'll infintely loop her text if this is run in parallel process. If I don't run parallel process she'll return to her event original starting point. I need her to stay at her new designated location pernamently while still can be interacted with via action button. Hope this clarify things.
 

Andar

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I suggest using autonomous movement, not parallel process then. With autonomous movement you can enter a custom move route that is executed while still allowing the action button for the conversation - the commands of the action button will pause autonomous movement.

Just go to the autonomous movement setting (right of the sprite), change it from fixed to custom and enter the moveroute there.
 

AspiringRPGmaker

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I suggest using autonomous movement, not parallel process then. With autonomous movement you can enter a custom move route that is executed while still allowing the action button for the conversation - the commands of the action button will pause autonomous movement.

Just go to the autonomous movement setting (right of the sprite), change it from fixed to custom and enter the moveroute there.
She'll warp back to her original starting point when I leave and re-enters the map though...I need her to stay over there pernamently even after leaving and revisiting the map while being interactable with an action button trigger. Parallel process solves this prob but will infintely loop her text to repeat itself.
 
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Shaz

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Did you read the blog post? Do not use a parallel processing event. You need to use an autorun event to make the sequence happen, then use switches or self switches to ensure it doesn't run again. The blog post contains all of that information.


To make her stay at the second spot, you either have two events for her - one (in the original location) is active before and during the autorun event and has a blank page conditioned by a switch, and the other (in the new location) is active after the autorun event and its first page is conditioned by the switch; or use a script that makes events go to their last-known position when the map is reloaded. By default, events always go to the position you put them in when you're designing the map. Search for my 'Remember Event Position' script if you'd rather use a script than two events.
 

AspiringRPGmaker

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Did you read the blog post? Do not use a parallel processing event. You need to use an autorun event to make the sequence happen, then use switches or self switches to ensure it doesn't run again. The blog post contains all of that information.

To make her stay at the second spot, you either have two events for her - one (in the original location) is active before and during the autorun event and has a blank page conditioned by a switch, and the other (in the new location) is active after the autorun event and its first page is conditioned by the switch; or use a script that makes events go to their last-known position when the map is reloaded. By default, events always go to the position you put them in when you're designing the map. Search for my 'Remember Event Position' script if you'd rather use a script than two events.
Ah yes I used your script and it helped. Thank you.
 

Shaz

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So you're all good with this one then? Thread can be closed?
 

Shaz

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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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