@Aqua - that looks promising. Thank you VERY much! ^_^
@Ryex - the combo route? I was thinking something like that, but have no idea how to orchestrate it.
@Calintz - I know that it would, but I had to make a Scene_Radio for the radio, and messages won't play in another scene. If I run a common event, wouldn't it wait and display the message AFTER I exited? Which would really suck.
I was thinking about making a common event for each person to call.
IE
(EXAMPLES!!!)
Calintz -
Aqua -
Ryex -
Each as a seperate common event. In the script, maybe do a case statement, checking what the frequency is when you push enter. That way it can decide the common event to reference. From there, in the common events, maybe check game variables and switches to determine the conversation.
Lastly, I could give Scene_Radio an attr_writer for conversation. Then, in the common event, I could make:
Quote$scene.conversation = "THIS IS WHAT WILL BE DISPLAYED IN THE RADIO."
at the end of all the checks. That way it is VERY easily organized.
Also, how do you do a "wait" type command in a script? There doesn't seem to be a literal one, but I need delay between pushing enter and the radio "getting a signal".
Again, sorry for topicjacking, but thank you guys ^_^
><