Move route question

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Started by matthewk1462 3 posts View original ↗
  1. Is there a way during a move route command to set it so the player cannot interact with the event without freezing the entire game. For example I have an object that needs to grow however at the moment the last process can be repeated, resetting the process. So one planting is done it can't be interacted with until done growing. 
  2. you have to split the commands into different move routes, one after another, with conditional branches or other checks preventing the unwanted move route to be executed. It really depends on how your event and your move route are structured - there are several ways, and each has its own advantages and disadvantages.


    Can you post screenshots of your entire event and describe in detail what should happen? Otherwise it's only guesswork to find the way how you need to handle this.
  3. Thanks again, Firstly I have two common events which set player and field location to the relevant variables. Then two conditional branches check whether the player is on the same co-ordinates as the field or tile. Then a conditional branch checks what item i have equipped each is given a value in the variable "Equip" if the correct item is equipped then upon action button is will change the graphic wait 120 frames (just for testing) then change again. During this process I would like the event to be untouchable I have tried loops and labels however they both freeze the game. The rest is a repeat I thought maybe repeating the label would allow it to check until its done unfortunately I was wrong. The "script: set_char("!crops_1",1,1,2) is Galv's scripts. 

    task list screen shot.png