Queuing of normal events?

Doktor_Q

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I've been messing around with different ways to put enemies on the map, and I noticed that if you get surrounded, only one of those enemies will get to trigger their "on event touch" event, while the others won't trigger until they try to move again. I imagine that events can't trigger while another event is active, but is there some way to queue them up rather than just ignoring them?
 

Andar

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That doesn't sound right on your end.


Nothing in the engine is really parallel, the game loop works through one event after another - and if it was that event's schedule to move, it will trigger the event touch.


In fact, we had more problems reported from the fact that the engine triggers the events too fas for the player to evade than of it doesn't triggering.


So either your plugins are structured in a strange way or it is something in your plugins that changed event behaviour.


Can you post a screenshot of one of the events so that we can see how it is controlled, and a screenshot of the plugin manager


One other thing:


are those events pure map events, or are they calling common events?


If common events are called, make sure that those common events have no trigger - I've heard of some strange behaviour if a common event set to autorun or parallel has been called - in previous engines that was disabled for good reasons.
 

Doktor_Q

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I don't have access to a screenshot at the moment, but the configuration was something like:


-Event touch


-Chase player


-Very low frequency


-On touch, they call a conditionless common event that makes them jump in place and shows an animation on the player (wait to finish).


-Then I add four of them and let myself get surrounded.


The group has the same movement cycle, and each time they move, only one of them gets to trigger their event, when I was testing. I'd imagine it's because it has to wait for the existing event to finish running before starting the next, hence, the queue.


I can do some more testing this evening and try to document it better, if you need more.


Using Galv's Event Start Type detection and Yanfly's Event Encounter Aid, but I don't recall either of those doing anything that would change something that significantly.
 

Andar

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depending on how that common event adds the other events, I can think of several ways where this can go wrong and resulting in only one event being triggered.


No chance to check it without screenshots, not with something that complicated.


And please give links to the websites where those plugins are described, so we can check their instructions.
 

Doktor_Q

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For the time being I found a different way (writing specialized scripts and calling them via custom move routes) of doing the thing I was trying to do, and it's working more reliably.


I was able to basically replicate the issue with just this event:




I then place three of them on three sides of the player's starting position. Only one of them will trigger an animation each 'tick' of their movement route, but if I step through the third side, all three of them move at seemingly the same time (so I'm fairly confident they aren't just out of sync with each other.).


Links for the plugins in question:


http://yanfly.moe/2016/06/03/yep-105-event-encounter-aid-rpg-maker-mv/


https://galvs-scripts.com/2016/07/22/mv-event-start-types


I did this test with them turned off, and it didn't seem to make any difference. It one event tried to fire while the other was running, it was just completely ignored.
 
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Andar

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Simple reason, one glance at the first screenshot was all it takes to understand:


Each event can have only one move route, and any following move route command will replace the previous move route.


Autonomous movement and set move route both set this move route, and autonomous movement loops, setting it again and again when it has ended.


mixing autonomous movement and set move routes at the same time will create problems unless you are extremely carefull.
 

Doktor_Q

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Having dug around in the source code last night for something else, I'd imagine it has to do with the event-triggering function in objects.js explicitly rewiring that no other normal (non-parallel) event be running in order to be activated.
 

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