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END EVENT PROCESS

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Okay. I've been experimenting with this event some and without progression. I've also searched the web, this forum without success. Therefore I wondered if there is anyone whom can drop a knowledge-bomb and explain to me. Or if anyone can refer me to a guide, thank you.
I'm assuming you're using RM2k or RM2k3 and referring to the End Event Processing event command - this is a mistranslation and should read "Stop Parallel Events." Basically, it does exactly as it says.
No, not really. End Event Processing is a pretty good translation of what it does, which by no means limits itself to parallel events.
calling the command ends the rest of the event from being executed,
basically

var oper: 0001 set 1
end event processing
var oper: 0001 set 2


means that variable 0001 will remain 1, as the second variable operation is never executed. This can be useful when combined with branches, if you don't want the rest of the event to be executed if certain conditions are met.
I like the first translation better.

Stop Parallel Events (which we shall hereafter refer as End Event Processes) can be used to do all kinds of things, even though technically, it only does one and just does it welll. The reason I say End Event Processes is the better translation is that certain parallel events can have a tendency to loop, and it might not kill off the event itself. What actually seems to work better on parallel events (in 2k3 anyway, maybe XP/VX has actually improved) are switches and erase event (pretty much kills the event, though you need switches anyway so it won't do it again when you re-enter the screen).

End Event Processing can also be used for a few other purposes besides Parallel Events. Say you're in a Call Event. You want it to quit running, just add that, and BAM instant exit.

(Inside Call Event: Nested Call)
(Random code)
Call Event: DoStuff
(More random code)
End Event Processing

(Inside Call Event: DoStuff
(Does stuff)
End Event Processing
(Quits out of DoStuff, back into Nested Call)

It works in Battle Events as well, quitting stuff out so things can continue smoothly. And you can also use it to end the processes in local events, like the following:

If (whatever) condition
(Blah blah blah
End Event Processing
End
(Code after this)

The code after the if condition does NOT run if the condition branch is true.

There are certain times when you NEED an end event processing, such as testing out certain code that it skips by otherwise (some of the more complicated battle/movement events do this, because it's waiting for a stack of events to resolve, and you can't get it to run through until it quits).

author=bulmabriefs144
I like the first translation better.

Stop Parallel Events (which we shall hereafter refer as End Event Processes) can be used to do all kinds of things, even though technically, it only does one and just does it welll. The reason I say End Event Processes is the better translation is that certain parallel events can have a tendency to loop, and it might not kill off the event itself. What actually seems to work better on parallel events (in 2k3 anyway, maybe XP/VX has actually improved) are switches and erase event (pretty much kills the event, though you need switches anyway so it won't do it again when you re-enter the screen).



When you say "Stop parallel events", are you referring to events that are Parallel Processing events? i.e. If a programmer were to have a parallel processing event display a picture in a random location over and over again, and the player throws a lever in the game with the code "End Event Processing", the picture would stop appearing?

Moreover, does the command "Erase event" erase the event from the game, or just make it disappear for that one time the player is on the map?
It just makes it disappear while the character is on that map. Now, if you wanted the picture to stay gone after turning the switch on you'd have to use a more permanent command but for something you want to happen every time you enter a map, then yes, that would work.

Basically it stops an event until it is restarted again, either by interacting with it in some way or leaving and re-entering the map.
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