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> Autostart Events vs. PP Events...
Dart00
post Nov 8 2011, 09:01 PM
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I have a event is activated via a switch. It displays some pictures based off a simple conditional branch in a loop on the screen. Each time it displays a picture it adds "1" to a variable. Once the Variable hits 19 the event shuts the switch off, stopping the process.

It works pretty well. But I was wondering....I want all the pictures to be displayed ASAP. Like I want the event to run and run as fast as it can and display all the pictures before the player can do anything else until its done.

Should this event that displays the pictures be a Autostart Event or a PP event?

This post has been edited by Dart00: Nov 8 2011, 09:02 PM
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shinyjiggly
post Nov 8 2011, 09:10 PM
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I'm thinking autostart. Parallel processes let the player do things while they are running and you said that you wanted the player to stay put while the pictures are displaying.


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Dart00
post Nov 8 2011, 09:32 PM
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Ya thats what I was kinda thinking too but I wasn't quite sure. Thanks for the help. smile.gif

This custom items menu is going to be epic!! cool.gif
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Dart00
post Nov 10 2011, 09:27 PM
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Hmmm... Now I have another minor problem relating to this....

If I have a PP event that is switch based (blinking text), and I turn the switch off (to stop the blinking) the event stops like it should smile.gif

But when I turn the switch back on to run the event again (start blinking again) it picks the event up where it left off (wow...Never knew rm2k3 would do that...) instead of starting it over again.

Is it possible to stop a event via a switch randomly and when i start it again have the event start processing from the top rather then where it left off?
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Essenceblade
post Nov 10 2011, 09:55 PM
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Hmm, have you tried implementing Labels? They are rather useful if you want to jump to a certian place in your events. I did it the complex way in which you:

1) Create a Variable saying "Menu Cursor Place"

2) At the bottom of all your events ect, away from all the conditional branches, which is usually marked as an:

: End
<>,

Make a Conditional Branch saying if "Menu Cursor Place is Equal to 1. *(No execution of a custom handler if the conditions aren't met.)

3) In the condition handler, I put Jump To Label: 4 (This was the number ID that I used as a label at the top of my CMS. Add your own number there.)

4) Create a Label event at the top of the event in which you want to start from the top from. Label it the same number ID as the Jump To Label event.

5) All that needs to be done now is when the switch that triggers the event of which you speak of, make sure that the Variable Operations [0001: Menu Cursor Place] is set to 1. When you want the event to play from the top, and set that variable to anything higher OR lower than 1 when you DON'T want the event to trigger.

So in a summary, because you have placed the Conditional Branch for the Variable at the bottom, and not in any event paths, strings, or branches, RPG Maker simply treats it as a "Event in waiting". Once it is triggered, it will execute respectively.


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