QUOTE (kayden997 @ Dec 23 2012, 11:22 PM)
This is a tough one to solve without me reproducing your exact event.
Not saying it's possible, but if I may ask: could you send this event in a little mini version of your game? Either that or assist throw teamviewer?
If not, that's okay as I will try to reproduce attempting to work out this knot.
Thanks for the offer, Kayden.
I'm running late this morning, otherwise I would have tried to get together a demo and send it along. Sorry, but I won't have a demo to share with you until a few days after the Christmas holiday. (No internet and happy/busy fun times with family)
I'll send you a PM in a few days letting you know where you can download the demo, or what solution I found if I discover something over the next few days.
Hasn't been long enough to double post, so I'll go ahead and edit here. I did several hours of testing and more or less just chalked it up to VX's engine not being able to handle running that many parallel's and conditional branches at once.
So, I changed the third page on the monster event from parallel to autorun and made it 'flee'
from the map by using event movement/change commands and then erasing the event. I'm pleased with this alternative and will be reporting this topic to be closed.
Thanks for the offer to help though!
This post has been edited by Zortik: Dec 26 2012, 03:43 PM