Leon_Artmann

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Hello! I searched a lot but could not find a plugin that PAUSES event processing. Can it be done at all? The idea is to have a plugin command that pauses any parallel events in the background, and then another command to resume everything.

Personally I need it to pause event movement. I know that Yanfly's Stop Map Movement (http://yanfly.moe/2015/12/01/yep-35-stop-map-movement/) pauses anything in the "autonomous movement" section of an event, but in my project I'm using the "contents" section instead - parallel events to control movement of NPCs, because I need a bigger control of conditions for each movement.

Example: right now I have 1 event, called "farmer", which is triggered by the action button and 1 event, called "farmer control", which is a parallel event, filled with "ifs" and "elses" to create the schedules of "farmer". When player clicks on "farmer" they get a text message, but "farmer" and any other events set up in the same fashion just keep walking around, possibly out of the screen. I would like to change that - when player clicks on "farmer", all actions in "farmer control" and other parallel events should PAUSE, and resume after the dialogue.

I'm aware that I probably have other options, and I'm open to them, but creating parallel events to control NPCs movement so far looks like the easier and best way to create NPC schedules in my project.

Thanks for all and any help! I'll attach some printscreens of my events in case I wasn't very clear
 

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ShadowDragon

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the thing you look for is a snapshot how the menu is handles (x button).
I got the issue my self for my image menu which work great, but projectiles continue which are already on the map.

for now, there isn't any atm but I hope someone can create a pause effect by a plugin command but pause that
during dialog also stop it from continue so it should be another way around that as well to get it to work.

Im also very curious how to handle such things because it can help many people improve as well the clock being paused.
if you know how to code than it might be possible.
 

bazrat

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This is one way i would go about something like this, just a normal label jumping system. Since it sounds like you are using more of these types of controls i would add the waits i show in screenshots as well. (1-5 frame wait is what ive noticed helps alot). something to try anyway

edit: you could loop instead of label jumping. for some reason i always get better performance out of labels though, i also feel labels are more dynamic if you are setting up a big event with constant changes during the processing

ALSO to be more accurate you will probably have to embed the same pauseMovement conditional inside each conditional, for the chance it was past the check when you turn the switch on, if that makes anysense.

Another way you can do this is have a blank event page on each npc control be activated by pauseMovement switch and then when it turns off they start running checks again, that would probably be the best haha. oh well so many ways to skin a cat you just keep messing around and you will eventually find the best way
 

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Leon_Artmann

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thanks for both the replies!
This is one way i would go about something like this, just a normal label jumping system. Since it sounds like you are using more of these types of controls i would add the waits i show in screenshots as well. (1-5 frame wait is what ive noticed helps alot). something to try anyway

I've tested the label system (to be honest the first time I've ever used labels) but the problem persists because the movement route is quite long, unless I'm missing something. If "farmer" is already walking from point A to point B and Player clicks on him, he keeps walking to point B while the message is showing. I realize that I theoretically could break down the event movement into super small bits (each step the event takes, to make it accurate) to create conditional branches before each bit, but that would be damn crazy.

Another way you can do this is have a blank event page on each npc control be activated by pauseMovement switch and then when it turns off they start running checks again

That's what I though before anything else too because event pages are the one thing that I'm aware of that actually stop event movement if conditions are met. The ONLY problem with this is that I will have to create quite A LOT of conditional branches to check how the movement should be resumed... I guess I will try this one for now, but if someone actually manages to create the plugin... man that would save lives. LIVES!

thanks for the help!



_______________________________________________________________________
EDIT: actually, scrap what I said about using a blank page being the best option. If the NPC is already in movement, he will finish it no matter what. So... I really need another option
 
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