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Does anyone know of a way for everything to pause like in a menu but at the same time still be able to have a dialog box and choice box present?
Thing is usually when I need to do this I'll have an event page in certain events that says when Stop Stuff Switch is on event Movement is fixed. Also the event page info will be blank so that it won't be doing anything until that switch is turned off again.
That works in most cases but I don't think it'll do for some of the new things I'm trying to do.
So is there perhaps a script or call script thing I can do to freeze everything on screen while still having text windows and choice windows being presented to the player?
(Sorry I forgot to add a title)
Thing is usually when I need to do this I'll have an event page in certain events that says when Stop Stuff Switch is on event Movement is fixed. Also the event page info will be blank so that it won't be doing anything until that switch is turned off again.
That works in most cases but I don't think it'll do for some of the new things I'm trying to do.
So is there perhaps a script or call script thing I can do to freeze everything on screen while still having text windows and choice windows being presented to the player?
(Sorry I forgot to add a title)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I mean, if there's an event in progress, everything else will stop except for parallel processes. That's how all RPG Makers work. You don't have to do anything special to stop the game when a event triggers, it always happens, so your request is a little confusing. Do you want parallel processes to stop too? I might need a specific example of a scene or feature you're trying to make.
NPC movement is not stopped when event text is on screen. At least not for XP.
Also I tend to have tons of parallel processes going in any given map especially boss battles. My game is an adventure game so I don't use the battle screen at all.
An example is I'm working on a new spell that when you use from the menu text pops up to help you like Midna from Twilight Princess but that doesn't freeze the enemies movement which means they can surround me while I'm reading. I can't be hurt but as soon as I close that text window I will.
Now I might be able to solve some of these issues in the way I mentioned but I asked this question in an attempt to solve this issue in case I can't fix it in the ways I have been doing because some maps of my game have an number of events working together and if I stop one at one point it might mess up other things.
I can give too many specifics because I asked about this in regards to an issue that I know will occur once this new spell is fully implemented.
Basically I was asking the question ahead of time before I got absolutely stuck.
Does that make sense? Sorry if I'm not explaining well.
Also I tend to have tons of parallel processes going in any given map especially boss battles. My game is an adventure game so I don't use the battle screen at all.
An example is I'm working on a new spell that when you use from the menu text pops up to help you like Midna from Twilight Princess but that doesn't freeze the enemies movement which means they can surround me while I'm reading. I can't be hurt but as soon as I close that text window I will.
Now I might be able to solve some of these issues in the way I mentioned but I asked this question in an attempt to solve this issue in case I can't fix it in the ways I have been doing because some maps of my game have an number of events working together and if I stop one at one point it might mess up other things.
I can give too many specifics because I asked about this in regards to an issue that I know will occur once this new spell is fully implemented.
Basically I was asking the question ahead of time before I got absolutely stuck.
Does that make sense? Sorry if I'm not explaining well.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Uh, yes, movement definitely stops during any event that's not a parallel process, unless the movement is a parallel process.
Absolutely nothing you can do with just eventing will stop all parallel process events at once. You have to stop each one individually. The whole point of a parallel process is that it continues no matter what. If you want events to interrupt these things, they shouldn't be parallel processes.
However you could use scripting to define a new type of scene that interrupts Scene_Map, which is how menus amd battles work. Then put your dialogue boxes in the script code instead of in an event. This isn't a type of scripting I've ever worked with but you could study custom menu scripts to figure out how to do it.
Absolutely nothing you can do with just eventing will stop all parallel process events at once. You have to stop each one individually. The whole point of a parallel process is that it continues no matter what. If you want events to interrupt these things, they shouldn't be parallel processes.
However you could use scripting to define a new type of scene that interrupts Scene_Map, which is how menus amd battles work. Then put your dialogue boxes in the script code instead of in an event. This isn't a type of scripting I've ever worked with but you could study custom menu scripts to figure out how to do it.
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