Parallel Events In Smile Game Builder - Part 3

Parallel Events In Smile Game Builder – Part 3

In Part 2, I expanded on Automatically Start (Synchronize and Run Repeatedly), which I shortened to Auto-Start Sync, and how it operates in Smile Game Builder.

In this, the final part, I’ll continue with the other auto-run triggers: Triggered Automatically (1 Time Only) and Triggered Automatically (Repeated).

Triggered Automatically (1 Time Only)

Automatically Trigger (1 Time Only) Switch

Automatically Trigger (1 Time Only) Switch

The purpose of the Triggered Automatically (1 Time Only) (referred to from now on as Auto-Run Once) is to run an event or condition once only on each map. In other words, very time the player enters the map, an Auto-Run Once event will trigger and process its Event Details. While the player is on that map, it won’t trigger again until the next time the map is visited.

A good model for using Auto-Run Once can be found in my tutorial #29: Skyrim Styled Book-Reading. Each page of the books is triggered once only when the left and right keys are pressed to flip between the pages.

When you add Event Sheet Conditions, the Auto-Run Once trigger will only activate once those are true. And you can manually reset them in conjunction with an Auto-Start Sync trigger. They’re reset by default when you leave the map and re-activated when you visit the map again.

To truly activate once only, add another blank sheet with the Local Switch turned ON (not forgetting to place the Event Switch command, of course).

Triggered Automatically (Repeated)

Automatically Triggered (Repeated)

Automatically Triggered (Repeated)

With the Triggered Automatically (Repeated) – shortened to Auto-Run Repeat for the purposes of this article – it’ll constantly run in the background, overriding all other events and triggers. It’s exactly like a loop in RGSS or JavaScript or other programming languages, which goes through the contents between the beginning and end until a condition allows it to break the loop.

This means that any triggers in events, regardless of their own triggers and conditions, player movement and control, and other things running in the background, will halt until it’s cycled through its Event Details.

By that token, I don’t really consider this as a parallel event trigger, unlike Auto-Run Sync and Auto-Run Once, because it doesn’t run in the background. However, I’ve included it in this article because it was probably intended as such.

And that being said, one very handy use for the Auto-Run Repeat trigger is to display something on-screen where you don’t want anything interfering with it.

An example of this is to display an image (such as displaying the map name) for a set amount of time. A variable can be used in conjunction with a Wait command to add to a timer and then a Variable Box Check for when the variable equals a certain value. Within that branch, a switch can be activated to turn the Auto-Run Repeat trigger OFF.

Using Parallel Events

When you use any of these parallel event triggers, each one serves a specific purpose in SGB.

As a general rule:

Auto-Run Sync is used for constantly checking for changes on the map, notably with variables and, when any of its conditions is true, it triggers other conditions and triggers.

Auto-Run Once is primarily for running something once only, either independently or when certain conditions are true. If these are reset, when those conditions become true again they’ll re-trigger.

Auto-Run Repeat is for when you want semi-permanent loops, disabling all other events and background events until specific conditions are met. Once they are, you can break the loop and continue as normal.

In The Next Articles

The next set of articles, I’ll delve further into variables (more specifically Advanced Variables) and what you can do with them. They will also include how to use and re-purpose them, how to achieve specific tasks using variables, and how to manage variables efficiently.

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