Common Event interferes with Event Player Touch/ Event Touch NPC.

RaluShow

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I recently created a Common Event that allows the user to transform into a different species.
Its really convenient on the fly besides going into the menu all the time to switch.

Unfortunately I discovered that while you are moving you can still use the Common Event ontop of a Player Event/Event Touch NPC block, it disables the code all together allowing the user to skip cutscenes and necessary loading scenes.

Is there any way i can make it where the user has to be standing still in order to use the transformation Common Event?

Thank You for reading this.
 

Lord Vectra

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Can you screenshot this transformation comment event?
 

RaluShow

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Can you screenshot this transformation comment event?
I shall do it in two hours.
I currently am at work.
But I will reply as soon as I can when I do.
 

Kuro DCupu

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Ah, you're using parallel process on common event? That would explain how it's overlap with other event.

  1. One obvious way is to manually turn OFF the common event switch every time you contact an event, then turn it ON again when you are done to avoid overlapping. But of course that would be a hassle...

  2. Another way is to put the event under specific condition of when you can use it. If you only need the player to be standing still, there will be need a script call.
    Yeah, I'm using MV for example
    event.png

  3. Lastly, Yanfly has a script called "Button Common Events" :
    https://yanflychannel.wordpress.com/rmvxa/field-scripts/button-common-events/
    Using this, you will no longer need to use parallel process for the common event. It's safe as far as I know. That is, UNLESS you are already using the script, then proceed to number 2.
 
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RaluShow

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Ah, you're using parallel process on common event? That would explain how it's overlap with other event.

  1. One obvious way is to manually turn OFF the common event switch every time you contact an event, then turn it ON again when you are done to avoid overlapping. But of course that would be a hassle...

  2. Another way is to put the event under specific condition of when you can use it. If you only need the player to be standing still, there will be need a script call.
    Yeah, I'm using MV for example View attachment 106682

  3. Lastly, Yanfly has a script called "Button Common Events" :
    https://yanflychannel.wordpress.com/rmvxa/field-scripts/button-common-events/
    Using this, you will no longer need to use parallel process for the common event. It's safe as far as I know. That is, UNLESS you are already using the script, then proceed to number 2.
Yes, I am using the YanFly Button Command Events.
I shall try the Second Method.
 

RaluShow

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Ah, you're using parallel process on common event? That would explain how it's overlap with other event.

  1. One obvious way is to manually turn OFF the common event switch every time you contact an event, then turn it ON again when you are done to avoid overlapping. But of course that would be a hassle...

  2. Another way is to put the event under specific condition of when you can use it. If you only need the player to be standing still, there will be need a script call.
    Yeah, I'm using MV for example View attachment 106682

  3. Lastly, Yanfly has a script called "Button Common Events" :
    https://yanflychannel.wordpress.com/rmvxa/field-scripts/button-common-events/
    Using this, you will no longer need to use parallel process for the common event. It's safe as far as I know. That is, UNLESS you are already using the script, then proceed to number 2.
Its kinda working the opposite way I want it to...
When I move it works and when I stand still it doesn't work.

UPDATE - $game_player.moving? is true and !$game_player.moving? is false
It works now! :3//
YAY!
 
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