As it stands one of the the major flaws of my alpha's build is that when players hold down the shift key to run places on a map they more often than not skip
character dialogue that is triggered in certain places when they move over an event that's 'player touch' activated they cannot see in advance.
(This also happens in battle when they spam the confirmation key Z (C by default) missing events that prompt when certain conditions such as enemy hp % are met).
I do not wish to remove dashing from most maps to combat this and was hoping there would be a way to keep dashing from skipping text or make text unskippable altogether.
I searched the forums and found Galv's solution for this with the 'enter' key that did not work for me. I replaced the number 1 with the switch I intended to use and made an autorun event to turn it on with an accompanying message to show it was active. Shift still skipped text.
http://forums.rpgmakerweb.com/index.php?/topic/8589-solved-creating-unskippable-text/
As for the other solution adding "|\ x3" to the end of each dialogue box is not an attractive idea, in or out of battles for text that can be
prompted to appear.
I was hoping to find an alternative that would disable skipping text with shift (A) altogether. I am also willing to redesign these events with prompts or warnings to show dialogue is coming.
There is no rush on an answer. Please take your time, and if no solution can be reached I'll simply have rethink my event management to alert the player better the characters want to talk at that specific point.
character dialogue that is triggered in certain places when they move over an event that's 'player touch' activated they cannot see in advance.
(This also happens in battle when they spam the confirmation key Z (C by default) missing events that prompt when certain conditions such as enemy hp % are met).
I do not wish to remove dashing from most maps to combat this and was hoping there would be a way to keep dashing from skipping text or make text unskippable altogether.
I searched the forums and found Galv's solution for this with the 'enter' key that did not work for me. I replaced the number 1 with the switch I intended to use and made an autorun event to turn it on with an accompanying message to show it was active. Shift still skipped text.
http://forums.rpgmakerweb.com/index.php?/topic/8589-solved-creating-unskippable-text/
As for the other solution adding "|\ x3" to the end of each dialogue box is not an attractive idea, in or out of battles for text that can be
prompted to appear.
I was hoping to find an alternative that would disable skipping text with shift (A) altogether. I am also willing to redesign these events with prompts or warnings to show dialogue is coming.
There is no rush on an answer. Please take your time, and if no solution can be reached I'll simply have rethink my event management to alert the player better the characters want to talk at that specific point.

