Controlled Event Frezzing.

KanaX

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I want to create my own pause menu instead of the standard one, with completely different features. Since I have almost no knowledge in scripting the most efficient way for me to do it is to use a common event and use commands. I have already made the pause menu and I have used a script that freezes event movement and one that pauses potential open timers until I close the menu. Problem is that parallel events and stopping events mid processing are out of my control. Is there a script (or a simple alteration in the main script) that can help me freeze everything except my menu?
 

lemongreen

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Edit: Nevermind; now that I think about it, I'm not quite sure I know what you're talking about... 

Let me just ask a few questions about how your evented menu is setup: I'm guess you're using a parallel process event to open the menu (with a conditional branch to check if the player has pressed the button to open the menu?) but are you then using a switch to change events to an autorun with your actual menu setup stuff?

(Also, this thread should be in the Ace support  forum.. or Script Request)
 
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KanaX

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Edit: Nevermind; now that I think about it, I'm not quite sure I know what you're talking about... 
When you press Esc all the events freeze and you enter the menu screen (items, formation, save, load etc). I created my own "complicated" menu not by scripting, but by disabling the menu screen and using a common event. I want to find a way to emulate the freezing of events that happens with the regular menu screen but without freezing my own customized menu.
 

lemongreen

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Then my question still stands; is the actual setup of your menu (the pictures, choices, ect.) in an autorun event with a condition switch?
 
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KanaX

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Then my question still stands; is the actual setup of your menu (the pictures, choices, ect.) in an autorun event with a condition switch?
It is a autorun event with the condition switch "Button B is being pressed".
 

lemongreen

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Can I see a screenshot of the setup? (there should be two events; one parallel process and the autorun event; I want to see both) I think I can figure out a way without scripting, but it'll be extremely complex eventing, and I want to make sure you're menu is setup right first.
 

KanaX

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Can I see a screenshot of the setup? (there should be two events; one parallel process and the autorun event; I want to see both) I think I can figure out a way without scripting, but it'll be extremely complex eventing, and I want to make sure you're menu is setup right first.
I post the trigger event first because the menu event is pretty big. Pretty plain, it activates the switch for the autorun event while deactivating it's own switch so it won't interrupt what happens on the menu.

Screenshot 2015-01-31 22.54.48.jpg
 

KanaX

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It's pretty big. I will have to upload more.

Screenshot 2015-01-31 23.13.22.png

Screenshot 2015-01-31 23.14.26.png

Screenshot 2015-01-31 23.14.38.png

Screenshot 2015-01-31 23.15.05.png

Screenshot 2015-01-31 23.15.15.png

Screenshot 2015-01-31 23.15.38.png

Screenshot 2015-01-31 23.18.08.png
 

KanaX

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KanaX

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KanaX

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Celianna

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I've moved this thread to VX Ace support. Please be sure to post your threads in the correct forum next time. Thank you.


Also to avoid so many double posts, just upload the images to Photobucket or IMGur.
 
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KanaX

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I've moved this thread to VX Ace support. Please be sure to post your threads in the correct forum next time. Thank you.

Also to avoid so many double posts, just upload the images to Photobucket or IMGur.
Thank you Celianna, I'm sorry for the inconvenience.
 

KanaX

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After some search and a lot of trial and error, I found out that what I'm attempting is called a "Evented Menu". Which is rather a good solution for those who cannot write scripts and can do WONDERS if you are familiar with switches, variables and some script calls. The basic problem with Evented Menus is that they don't pause the game, leading to a rather awkward result. (Everything in a parallel process and autorun still runs and so do events mid-process).

For everyone interested in making an Evented Menu I found a kinda unorthodox solution but it works just fine!

1. Create your Evented Menu as you would if it was a normal common event, without worrying about the pause. It will be much easier to correct mistakes that way. This is a simple example, it's easy to do tons of impressive work.

2.You need the Scene Interpreter Script and Scene Event Animations by Tsukihime. Install them as instructed.

3.For pausing the game you are going to use the scene base used by the default Menu Screen too. The difference is that you will remove all the commands from the menu so they don't interfere with your own. Go to the Script Editor and follow these instructions. Careful, now that the menu is nice and clean you cannot unpause it (for now).

4. On the top of your Evented Menu's page, put the comment: <run scene: current> to activate the scripts. Now, your Menu can still update even if all other events are paused!

5. Now it's time to align the button input of the two Menus. Disable Menu Access by the simple command at any point in the game that you want (I personally disabled the access from the beginning of the game). Now, right under the comment on your common event, put the Open Menu Screen command. See here.

6. If you try to open your menu at this point it will activate normally. There are two issues: 

  • When you press your assigned button to close the Menu (I suppose that in most cases that button is Esc) the   menu will close as desired but you will be stuck at the Scene Base of the Default Menu.
  • If you are using any of the default windows (open Item Menu, Save Menu, Load Menu etc.) your Main Menu will continue to accept button input on parallel with the new one. That is because Tsukihime's Script basically allows for running common events in ANY scene.

7. The first issue is easily fixed thy putting the script call: SceneManager.goto(Scene_Map) in the end of your menu. See here.

8. The second issue is kinda tricky. We need to pause the process of the Main Menu and a very effective way to do it is a simple loop lock!

9. Of course, you will want to activate the switch in order to break the loop and continue the process of the Main Menu. What you want is to activate the menu the moment the scene window closes. For that to happen you need

to locate WHERE on the Script Editor your Window Scene closes. Most (if not all windows) close with the command "return_scene" We locate the definition of the command in Scene_Base.

10. You will now need to write a conditional that dictates that if the command to close the window comes from a  Scene you want closed, your switch must be activated. The best way for someone who doesn't now scripting to do that, is to use a conditional that has to do with the scene you are currently on. See here. If done correctly, every time you close that window, the switch is also turned on and breaks the loop.

11. To warp it up, you have to decrease these values in the second Tsukihime script to 1 (If they are high, they may cover some of your other Scene Windows.

If done correctly, you will have a beautiful menu that is only limited by your ingenuity. If you still face problems, there are people much more experienced than I (and I'm sure I'm making this overly complicated), but feel free to contact me and I will do what I can.

A HUGE thanks to lemongreen and Tsukihime who put up with the constant questions of this rookie and supported me.
 
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