Request: Common Event/Input during dialogue window

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Restaff
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Would it be possible for MV plugins to accept an input/common event during a dialogue window being open?  I'd like to activate something when a character says dialogue, then player can freely go to the menu to save or revisit information and come back to the same message where they left off.  Also to let the player press an on screen button that reacts to what is currently being said, then close the window and have the intended effect.
 
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DreamX

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Would it be possible for MV plugins to accept an input/common event during a dialogue window being open?  I'd like to activate something when a character says dialogue, then player can freely go to the menu to save or revisit information and come back to the same message where they left off.  Also to let the player press an on screen button that reacts to what is currently being said, then close the window and have the intended effect.
I've just written a script (not released yet) to allow the user to open the menu and save during a message, then return to that same message on load or exiting the menu. However, can you be more specific about the rest? What kind of input/common event/reaction/effect?
 

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I'd like it to jump to label, so that if the player inputs a command during that dialogue window they'll be able to progress through event without going to the next dialogue window.  


The best example I can give is Ace Attorney when an NPC is giving testimony, and the player presses\objects breaking the dialogue loop.  This is done by giving a button for the  court record (inventory), and the player resumes from that last dialogue window if they needed to check a piece of evidence.  When a player presses it opens up additional dialogue, and then returns to the main loop of testimony changing a window's contents, which I can do without a plugin and conditionals.  


I do not need the script to give me a button, just the ability you described and a jump to label.  The label can be anything, as I can set an event to read the same label over different event pages.  Should you feel like making the label changeable by plug in command\comment that would be nice too.
 

DreamX

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I'd like it to jump to label, so that if the player inputs a command during that dialogue window they'll be able to progress through event without going to the next dialogue window.  


The best example I can give is Ace Attorney when an NPC is giving testimony, and the player presses\objects breaking the dialogue loop.  This is done by giving a button for the  court record (inventory), and the player resumes from that last dialogue window if they needed to check a piece of evidence.  When a player presses it opens up additional dialogue, and then returns to the main loop of testimony changing a window's contents, which I can do without a plugin and conditionals.  


I do not need the script to give me a button, just the ability you described and a jump to label.  The label can be anything, as I can set an event to read the same label over different event pages.  Should you feel like making the label changeable by plug in command\comment that would be nice too.
So by "input a command" you mean press a button, basically? I assume that means while you already know how to get a button to display, you don't have it set to do anything. If that is the case, I will need to how you are displaying the button.
 

DreamX

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Yes.  I was thinking of using Yanfly's http://yanfly.moe/2016/04/01/yep-88-picture-common-events/, if that is problematic for you I can find another way.
Here you are.

Code:
 * Requires Yanfly Picture Common Events.
 * Make sure the parameter "Hide Message" in Yanfly Picture Common Events is 
 * false.
 * You can now click on picture events during a message.
 * When you click on a picture event during a message, the game will save the 
 * last event it was on, and which part it was on. 
 * 
 * You can put a comment in the common event with "DisableLastEventReplace" 
 * (without quotes and by itself) to prevent the common event from replacing 
 * last event save with itself if you click the same button again. 
 * This is useful to prevent the button from erasing what the real last event 
 * was. 
 * 
 * In the common event the picture is associated with, you can call the 
 * following plugin commands to return to the last event:
 * 
 * JumpToLastEventLabel x - x is the label of the last event you would like to 
 * return to.
 * 
 * JumpToLastEventIndex - This plugin command returns you to the same part of 
 * the event before the picture comment event was activated.
 * 
 * This plugin only affects clicks on a picture event when the message window 
 * is active.
 * 
 * If the common event calling that does not change the currently displaying 
 * message, you can put a comment in the common event with 
 * "DisableMessageProgress"  (without quotes and by itself) to prevent the 
 * message from reinitializing  when you return to the previous event. This may 
 * also be useful when opening the menu from a common event.
 * ============================================================================
 * Terms Of Use
 * ============================================================================
 * Free to use and modify for commercial and noncommercial games, with credit.
 * Credit Yanfly for the script this is an extension of (Yanfly Picture Common 
 * Events)
 * ============================================================================
 * Credits & Thanks
 * ============================================================================
 * DreamX
 * Yanfly
 

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Thank you very much, and I will be sure to credit you for your work.  I'll get to testing it this weekend and let you know if there are any issues.
 

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Restaff
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Just tested, and this works perfectly.  It's paired perfectly with YEP-Picture Common Events.  Thank you!
 

AlessioFB

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Dream X, this plugin is awesome!!!
BUT, I have a problem with "choices" though.
If the message is followed by choices, when I am back to the message, the choices are gone... and forever. This means that if I interrupt the conversation and start it from the beginning... it will give me no choices anymore but act as if I choosed choice n.1.
Do you have any guess why?
 

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[necro]AlessioFB[/necro]
DreamX has not been on this site for nearly a year, which is one reason why we discourage necroposting, the person you are asking may no longer be around.

I suggest you start a new thread in JS Plugin Support, assuming you want to continue to use the snippet that DreamX supplied. You can link back to the particular post where DreamX posted the snippet. Explain as fully as you can what the problem is. For example, have you tried changing the default option on choices which allocates a particular choice if the player chooses 'esc'? Does that alter which choice it appears to impose on you?
 
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