I tried many different ways, but it didn't help ;-; I was actually trying to create a move route via scripts, but I couldn't find a "wait" method which actually works. I tried putting a count in the update, using wait(x), @wait_count = x... Either it shows en error message or just doesn't do anything.
So I decided do make the move route via events, then call the event via script. The problem is: the move route is not for a especific event, it can happen to any event, using its ID as reference (because of a system I'm creating). But it's not possible to do it via events. So I'd need a way to change move route target via scripts. How can I do it?
I tried putting this method in the Game_Map:
def run_common_event(id, eventid)
common_event = $data_common_events[id]
if common_event
child = Game_Interpreter.new(2)
child.setup(common_event.list, eventid)
child.run
end
end
end
Then calling it this way: $game_map.run_common_event(2, event.id)
But it ends up with en error: http://prntscr.com/3q10kj
Any idea? ;-;
"Wait" command via scripts (RGSS3)
● ARCHIVED · READ-ONLY
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Maybe this doesn't help, since it sounds like you've moved on from trying to find a "wait" function... but if you need to "wait" in a script, you could try Graphics.wait(X), where X is the number of frames you want to wait.
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Well, it did wait with this command, but not exactly the way I wanted... It makes everything in the game stop, I just wanted to stop the target of the move route.
And I didn't move on, just tried another way xD It can be via scripts or events, I will choose the one that works c:
Thank you, anyway! -
If I understand well what you need there are two ways to do that
If you want to do the wait within the scripts I think the best way is to call to the function
$game_map.interpreter.wait(time)If you want to use it with events there is an option in the second tab. I've got the spanish version, so I'm not so sure how is it named in your version, but it would be something like "wait" in the english version. It's the first of the second column.