incase if i haven't said it already, while i've been waiting for ARCed to come out (so i can use the map zoom function to clean up my cutscenes) i've been reworking my scripts in Nexis Core: Chain of Shadows, mainly improving the 3 systems used in it, the XGrid, Camping and Mission Terminal, the originals was very poorly done not because of lazyness but because i didn't know too much about scripting
at the moment i've been working on the XGrid since that's the development system for the characters, a bit more important than the others, anyway, i've been experimenting with the Window class fixing up the onscreen GUI's for when the player is in the Grid Hub or the Character Grids, i also got my Code Geass Nunnally in Wonderland Notebooks the other day so i got something to write what pops into my head (it's hard enough to read my work notes, don't need my game development notes mixed in)
anyway, the original XGrid i had working in Nexis Core: Chain of Shadows Version CUBGM used a message popup to explain what the requirements was to activate a node, this of cause was enhanced due to a message enhancement script, i got it from Creation Asylum a while back, think it was Near's or Alex's one, can't remember
anyway, with the rebuild i'm using the Multiple Message Windows Non SDK version ForeverZer0 fixed up with LiTTleDRAgo's plugin to make it work in Blizz-ABS (sure it works, no errors but i haven't used it to it's fullest yet), the difference between the scripts is that the one from the Asylum has a name box that would be created just above the message box, i used this for the Node name and the requirements and what you have met on 2 separate lines, with Multiple Message Windows, this doesn't exist, so the message is broken cause you have something like
/name[Strength +1] {CONDITIONS TO ACTIVATE}
{WHAT YOU HAVE IN COMPARISON}
not too good when i want to have the choice to activate it in the same window, so i decided to stop being suck a f****** idiot and script like proper person
this is where my problem comes in, i can make a Window pop up but i still can move which is going to cause some problems, what i want to be able to do is when i go to activate an event (the Node) a new Window is created is drawn with the details with a second window under it with the choices of "yes" or "no", while these windows are up, the player shouldn't move at all or even interact (just locking the player's movements and direction will still present a problem of them pressing enter at the event again).....however i still need this to be done while i'm in Scene_Map cause i still have some stuff in the event i want to fire off depending on the choice so most likely i need to freeze all processing of Scene_Map
the best way i can think about doing this is a script call that is called in the condition branch like
Condition Branch: Script - $xgrid.activateNodeAsk(args) == true
end
i know when i do something like this in Game Maker
if(ask_question("do you want to save"))
it stops everything until i've made the choice.....ofcause if this can't be done i'm happy with any other method, i'm sure i can adapt the system
thanking you in advance
NOTE: args in the condition branch would just be an array of values, most likely ints since inside i can just use switch/case statements to output or check data