Please, I need a tip on eventing order for map transfers

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CWells

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Hi, I have this recurring issue where if an event is meant to end right when I map transfer, I sometimes either end up with the event ending too early and not transferring me or I get it to transfer my party but the event sometimes wont shut off.

If I have:

Control self switch X

Transfer to location, map blah blah.

I sometimes have the event immediately stopping at the self switch. Usually for parallel events.

If I do:

Transfer to location, map blah blah.

Control Self switch X

the event might loop when I return to that map because it would transfer me without switching over.

What are some better methods for preventing this issue? Sometimes it works as above but sometimes it doesn't for some reason. I'm not picking up where these things are going wrong. Maybe it has something to do with  my event conditions but I can't seem to find the issue. I thought this would be better as a general question but if you need a specific example I'll provide some screenshots.
 
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Andar

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One step back, we need more info before we can even try to answer that question.

First, I'm assuming you're talking about common events, not map events? Because map events automatically stop on transfers to a new map, no need to shut them down...

Second, it depends on what settings you're using for the common event - parallel process will executed upon entering, autorun only after map initialisation (which means one or two seconds delay)

Please post a screenshot of one of the events in question so that we can check what you're doing and how to correct that.
 

CWells

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Alright, I'll get to it in a bit.

No, these are not common events.

Here are the screenshots with some explanation:



The pic above shows my event with the conditions. This event is a parallel process because it acts as a surprise event. The player walks into a diner and is called from the side by someone looking to get their attention. Player walks to this person and they have a little conversation going.



The second pic here above shows how I am starting that parallel process event. You step on this square in the map and it starts the event.

Given my set up now, the event might shut off before the map transfer. I say might because it happens sometimes. Other times it works. And I have not done anything to edit this event. Not sure why it does that. I do have a similar event with the same issue on another map.
 
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Celianna

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Nope, nope. Not the right way to go about this.


On the event the player has to step on to active the 'surprise event'? That's your one and only event you're going to use. Get rid of the other event that is using a parallel process (for the record, you want to use autorun for cutscenes, not parallel process). Just simply set the event to 'player touch' and 'below characters', and add in all your cutscene info. A switch isn't even needed.


Also, if you're never going to return to this map again, you don't even need a second event page to turn this event off. As soon as you transfer the player away from this map, the event ceases to exist (this is also why any commands you might put after the transfer player command will not actually run, because these are map events, and if you're not on the map ... well, they won't execute).
 

CWells

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Yeah, I should have used autorun instead. I was just so used to parallel processing since it was what I was focusing on for a bunch of reasons. I forgot about autorun. It seems to be working now that I removed the parallel.
 

Celianna

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Guess that works too.


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.
 

Fomar0153

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Reopened at OP's request.
 

CWells

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So some of the events I changed are still popping up after map transfers. At least the last part of the event. If you look at the screenshot, is there anything that is out of place, ignoring the parallel process which is now autorun? It sometimes will still take me to the new map then loop the choice question again:

"anything else? Yes/no."

I checked to make sure there isn't any extra question that I created but forgot to delete. Everything is in place where it should be and there are no left-overs that I can spot. I don't see a reason for the last question of the event to follow me into another map.
 

Celianna

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Had you tried before what I said? Instead of using two events (one that the player steps on to trigger the other), combine it all into one event. This should not be a parallel process, nor an autorun - but simply a 'player touch' trigger.


That said, we need to see all the event pages of your event to see what went wrong. Are you saying that if you return to this map, the event starts up again? Then you simply haven't properly ended an event, use a switch, self switch, or variable - or anything really - to switch to another, blank, event page.
 

CWells

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Had you tried before what I said? Instead of using two events (one that the player steps on to trigger the other), combine it all into one event. This should not be a parallel process, nor an autorun - but simply a 'player touch' trigger.

That said, we need to see all the event pages of your event to see what went wrong. Are you saying that if you return to this map, the event starts up again? Then you simply haven't properly ended an event, use a switch, self switch, or variable - or anything really - to switch to another, blank, event page.
I did everything you asked me to.

I changed the event to player touch. I combined it all into one event.

"Are you saying that if you return to this map, the event starts up again?"

Nope! The event follows me to the other map. I get the final question in the event looped on the other map. I have to basically pick an answer twice before it shuts off.  The whole event isn't playing again. It is just the final question that lingers as the player is transferred to another map. The event does not play again when I enter the diner. It does not loop and closes properly. However, the final question in player choice echoes onto the other map just one time.

There are only two pages now. You see the self switch A in that screenshot? That sends the event to the second page, A blank page for basically turning the event off. That is when the event ends. It is supposed to end at the self switch A: This is why the transfer is right under the self switch.
 

Andar

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Please show us full screenshots of your current event setup - the screenshots above are incomplete, and in these cases it's very important to see the entire setup of the event.

If the event's code is too long to fit into one screenshot (like in the first screenshot above), then do several screenshots so we can se the entire code and check it.
 

CWells

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Well setting up the dozen+ screenshots helped me find something sticking out pretty awkwardly. One of my Show Choices wasn't properly set in my conditional branches. I think this was the one looping because of my event set up. I checked the event by going through all 4 options with what I did for this event. Checking for both If Question repeat was 0 and 1. The show choices echo stopped. I finally found the thing and tucked it away where it should be. No more loop. Positive on it now.
 

Andar

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And now you know why we want to see the entire event whenever something unexplainable happens ;-)

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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