Script call for wait command.

Magusalfador

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Hi! I was reviewing the script call list for the scriptcall wait.
It says $gameInterpreter.wait(frames); but when I use it, it comes with $gameInterpreter is not defined.

Am I missing something? this looked like one of the simplest things.

Thanks!
 

Llareian

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There is no $gameInterpreter. Names preceded by a $ are global variables, but Game_Interpreter is a class used to define a variable during an event command (not globally).

Wait is actually a pretty complicated command, since it involves multiple functions. Why are you trying to use a script call to create a wait command?
 

Magusalfador

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Im calling two animations from script, I need one to finish then start the other. Or is there a call like wait animation to finish?
 

Aloe Guvner

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I've been trying to figure this out for a while, but no luck yet. Would love to know if other people know the answer :)

My workaround is to call a common event and then include the animation with wait command in that.
 

Magusalfador

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Yeah, apparently is not that simple. Now, I cant call a common event because the animations are in battle, so i cant specify target or user as origin source. I might force a skill though, but it would be very usefull to know how to do "wait" via script. If anything, Ill let you know.

Cheers!
 

Andar

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It is not simple because there is no wait command at all, the wait command works differently internally and is only called "wait" because that is how the effects looks to the player. Otherwise you wouldn't be able to use "wait" to reduced lag in parallel processes for example.

There is a game loop that is executed every frame. This loop contains every parallel process, every active event, every move route, every update function and so on as its elements.

What the wait command does is tell the game loop "skip processing this element for the next x loops". Or in case of the "wait for completion" options it tells "skip processing until that other element is completed".

As such the wait can never be a command, it is always a property of an element inside the game loop. If you have that element or object, you can set its property by script - but you need an object inside the game loop for that to work at all.
 

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