RM2K3 - IS THERE A WAY FOR COMMON EVENTS TO STOP MAP EVENTS HALFWAY?
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author=calunio
My solution is:
Have each NPC have two pages. The first one is a regular action key page, and the second one is a parallel event.
One the first page, add a single command: change variable "NPC" to some number, like 12. Each NPC should have a different number.
Make the second page be activated by that variable number, and remember it's a parallel event. Add dialog normally, and at the end of the event, set variable back to zero.
Wait, Calunio, I thought of that method when you said "make the event you want to stop parallel."
But doesn't that mean you can move around and interrupt the event if there's any break in the dialogue boxes? It would basically only work on NPCs that only have uninterrupted messages pop up. Anything more elaborate could be broken by pressing movement during the event or opening the menu, so I didn't suggest it.
Or am I missing something? I feel like I'm missing something.
Sauce you're right. I tested with NPC events that had no wait commands. You can prevent this by designing a way to prevent the character from walking, which should be a small system in itself (you can use a common event so you won't have to program it multiple times). Or you can just not use waits. Or you can just have it that the bomb will wait for the NPC to finish talking.
author=calunio
Sauce you're right. I tested with NPC events that had no wait commands. You can prevent this by designing a way to prevent the character from walking, which should be a small system in itself (you can use a common event so you won't have to program it multiple times). Or you can just not use waits. Or you can just have it that the bomb will wait for the NPC to finish talking.
Something like a common parallel process for variable NPCTALKING > 0. Move Hero - Wait, disable menu?















