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[Request] Pause Event Pocessing

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Pause Event Processing
5th Jan 2011



Summary
In most modern games, there is an option to pause cutscenes, which then allowed you to either resume or skip them entirely. I was wondering if there was a script that could allow you to do this with cutscenes that disabled player control.

I have tried eventing this using a Parallel Process that detects a button press and shows a choice asking whether or not to skip, but it doesn't pause the events (Move routes for example still progress outside the choice window, and when using modern algebra's Advanced Text System, text from messages that should be in the cutscene overflow into the choice box).

So basically what I'd like is a script that can be turned on or off with a switch (The switch will be turned on everytime a cutscene starts and disables player movement), and detects a button press (The button should be definable in the script). If the button is pressed, all event processing should be paused, and a window is shown asking if the scene should be skipped. If yes, it should then transfer the player to a location. If no, the window is closed and the events resume.

The only problem with such a script is that I don't know if it'll be possible to use the event creation window. In other words, adding and removing items or party members or turning switches on or off and increasing variables, as well as determining where to transfer the player to according to the plot. In a nutshell, the ability to create events in the script. I wouldn't even mind if I had to set up the event in the script and activate it by using a script call.

I think this'll be hard to script (Not sure though), so I don't really have my hopes too high. My current alternative is to simply have the player be transported into a blank map which asks whether or not to skip, then checks a plot variable to see where to transfer the player for the right cutscene.

Features Desired
  • Displays a choice box when a button defined in the script is pressed and a switch (Also definable in the script) is turned on.
  • While the choices are up, pauses all event processes in the background. Fires stop flickering, butterflies stop flying, messages stop midsentence. Would prefer a tint to the background as well.
  • If yes is chosen, player is transported to a different map, variables are increased and switches are toggled.
  • If no is chosen, events resume from the point they are paused.
  • Alternatively, a pause screen such as this one here, but with the ability to pause during autorun events and being able to call another event by pressing a button.
  • Variables and switches should be controllable.

Mockups
I'm sorry I'm not able to provide any screenshots, but I hope it's simple. Basically, upon pausing the cutscene, I'd like the whole map to be tinted a light sepia color, as well as have a choice box pop up in the middle of the screen with a question and a yes/no question. That's all visually.

Alternatively, it will show an image (That may or may not be animated, depending on how difficult it is for the scripter) that has a little 'Press C to skip' message in the corner. This would mean less effort for you, I assume? xD

Games its been in
  • Final Fantasy XIII, Star Ocean III, Tales of Graces, Tales of Vesperia,
  • RM Games:None. That I've seen at any rate.

What other scripts are you using?

I'm also using Yanfly Engine Melody as my base project, although I'm not sure if I'll be using Melody and I definitely won't be using the menu.



Did you search?
Yes.

Where did you search?

What did you search for?
  • Pause
  • Event
  • Processing