Temporarily Disable Key/button inputting?

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VoltraK

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I searched high and low and couldn't find anything already in the program or any scripts that could fix it this.


I'm trying to make an event using unskippable text boxes and map scrolling at the same time. It worked perfectly, until I realized if I hit a certain key, it fast-forwards the text, ultimately ruining my script in the end, since the text NEEDS to be displayed for the exact amount of time I had already placed it for in order to make the event run without flaw.

Is there any way I can temporarily make all buttons disabled, or a script that can allow me to do so?

Or alternatively a way I can rewrite this script to work as I wish it to that I did not previously think of?

I'm currently using scroll map/move player route commands alongside text boxes using "\|" and "\^", if that information helps anyone understand my motive and/or problem.

I'll add a picture of the event as well since that might help.

 

evvent.png
 

Andar

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you only have timing problems like that because you didn't set the move route to wait.


Without wait, the event continues while the player is moved by the moveroute. But if you split the move route and set each part to wait to completion, then the show texts will happen at the exact timing you place them.


Another problem might be caused by the transfer commands. Transferring to a different map will reset some events and commands. It depends on the exact commands used, which is why we usually suggest to end an event on a transfer to another map and continue with a new autorun on the new map.
 

VoltraK

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I appreciate you responding to my post, and for that I say thanks. Now regarding the problem...

I know for a fact my problem isn't the transfer, the problem is that if I press a button during the unskippable text, it displays the entire text box, thus making the "\|" commands happen sooner and making the "\^" command kill the text sooner than it should.

The entire event is perfect EXCEPT for the fact that pressing buttons makes the text go faster, when I wish to make it stay the default text speed.

I'm trying to get my text to scroll while my move route is going at the same time, I used the wait for completion on the move route, although after doing that, the text didn't display until after it finished moving.

I tried the putting the text before the move route, but it still didn't work; it made the move route not happen until the text box died.

I'm not sure if I'm explaining this in an easy to understand way, so please forgive me if my point isn't coming across easily.



The text here is scrolling along at the SAME time as the map scroll / move player sequence. It is synchronized perfectly. However, if I press Z (button C), the text immediately displays the entire text too soon thus killing my time commands because my time commands are connected to the text, since that is the only way I could make it work.

I need either a script that makes the player unable to use buttons temporarily or an alternate way to make this event getting the same result.

As I said, I already tried using Wait For Completion. No dice, unfortunately.
 
 
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Kes

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The scrolling text command has a box you can check which prevents any text being fast forwarded.
 

VoltraK

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I'm using normal text boxes, not the scrolling text command. I guess I should have made that more clear, I'm sorry.
 
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Shaz

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If you only want to disable this behaviour for a part of your game, allocate a switch to be turned on when you want the space/enter key ignored, and add the below script (In the script I'll use switch 18 - replace 18 with whatever switch number you allocate):

class Window_Message alias dsf_update_show_fast update_show_fast def update_show_fast dsf_update_show_fast if !$game_switches[18] endendTurn the switch on to disable instant text, and off when you want it to return to normal.I haven't tested the above.
 
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VoltraK

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Thank you Shaz, it worked perfectly.

And of course thank you everyone else for trying.

This topic can close now.
 

Shaz

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awesome :)


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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