02-24-2020, 02:05 AM
(02-24-2020, 01:10 AM)DerVVulfman Wrote: I see. The previous solution would freeze all content when evoked. If placed before the animation ID, everything freezes before anything happens. If placed after the animation ID, it still freezes before control is returned to, what I am assuming, is the Scene_Map code before the custom message window is evoked.
The Scene_Map itself already has a wait count system, handled by the Interpreter class itself. This SHOULD sufficient as the
$game_system.map_interpreter.update
command is executed before it attempts to reach the message system code in Scene_Map's update method.
Perhaps a statement like...
$game_system.map_interpreter.wait_count = 20
It will NOT run right away. You cannot just put values into wait_count straight into the Interpreter class because the wait_count value is kinda protected. So... add the following very SIMPLE script:
Code:#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
# This interpreter runs event commands. This class is used within the
# Game_System class and the Game_Event class.
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :wait_count # Time to pause the map in frames
end
Once that is done, you should be able to use the above sample command. It works in map events
Closer, but still not it
Animation and message still appears simultaneously. Waiting applies AFTER message (Player can't move for x time). But at least there is no graphic freeze.