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Zortik
Hey, this will be a bit of a lengthy post. I'm hoping to provide enough details to get some feedback.

First, what I'm trying to attempt:
Throwing a flash pellet at a monster on the map and stunning it for 4 seconds. These are event-touch based monsters that start battles when they're next to the players.

I've accomplished this with no issues, however I've run into a terribly funky situation.

If I stand still after stunning the NPC the parallel process executing the conditional branch to track the timer (and self switch that turned it on) works just fine.

However, when I move while the NPC is 'stunned' the conditional branch that should be tracking the timer doesn't execute correctly.

All in all I have 4 parallel processes running on the map, 1 of which will only run for a 4 second duration.

The first parallel process tracks the X, Y coordinates of the player and the NPC(s) in question.
The second parallel process tracks the X, Y coordinates of the flash pellet event and sets it to the players X, Y coordinate so that the item appears to be thrown from the players position.
The third parallel process is a common event used for tracking a dash snippet to check and see if an item that increases movement speed is equipped or not. Not relevant to this entire formula, but a parallel process that is running nonetheless.

In short though, what can be done to force the game to recognize and correctly execute that fourth parallel process reliably? Setting it as auto-run is moot because then the player can't move either. Which renders stunning them useless.

It wouldn't be so bothersome if it didn't work at all... But it does work when I don't move at all during the entire timer duration. Strange and frustrating.

Hopefully someone can offer me some advice as to what's going on. Even better if they have a solution.
kayden997
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.
Zortik
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.

Cheers!


===Edit===

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!
kayden997
Closed on request
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