In a hypothetical scenario,
> Timer hits 0.
> It just so happens a dialogue is ongoing because the player investigated an object,
> how can I make it that a common event/pp event can forcibly stop all other events from running?
> Timer hits 0.
> It just so happens a dialogue is ongoing because the player investigated an object,
> how can I make it that a common event/pp event can forcibly stop all other events from running?
Last edited by a moderator:

