Menu that does not freeze game events

Tackman

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I added some code in my game that causes the player to go on a certain map after booting the game, rather than directly to the title screen. Now, I want to open the title screen without freezing the events on that map, or causing said map and events to go blurry like it usually happens when you open a menu.

Can someone help me with that?
 

Shaz

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You want to open the title screen, or you want to open the menu?  Opening the title screen does not cause events on the map to go blurry - it unloads the map completely.
 

Tackman

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You want to open the title screen, or you want to open the menu?  Opening the title screen does not cause events on the map to go blurry - it unloads the map completely.
My bad. Opening a custom menu that would serve as a title screen. Knowing how to do that with the party menu or shop menu or whatever similar one should let me know how to do it for my own menu.

Here's what I have right now (which causes the game to pause):

Code:
var _Game_Interpreter_pluginCommand =        Game_Interpreter.prototype.pluginCommand;    Game_Interpreter.prototype.pluginCommand = function (command, args) {        _Game_Interpreter_pluginCommand.call(this, command, args);        if (command === 'Title')            SceneManager.push(LHTitle);    };    function LHTitle() {        this.initialize.apply(this, arguments);    }    LHTitle.prototype = Object.create(Scene_MenuBase.prototype);    LHTitle.prototype.constructor = LHTitle;    LHTitle.prototype.initialize = function () {        Scene_MenuBase.prototype.initialize.call(this);    };    LHTitle.prototype.create = function () {        Scene_MenuBase.prototype.create.call(this);    };
 
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Shaz

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A scene does a call to SceneManager.snapForBackground() in order to capture an image of the map and blur it.

If your scene doesn't call that at all, you'll just get the menu with no map background.  If you want the map background but not blurred, you can just call the same command that that method calls, without the subsequent call to blur()
 

Tackman

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Sadly, simply removing the blur is not enough. It displays a static picture of the background, but I need the events to still be animated and move around.

But I have a better grasp of the workings of MV now, and I see that using a scene is just not the way to go for what I want. I'll try using something closer to a choice message and less to a title scene.
 

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