Chaos Project

RPG Maker => General Discussion => Topic started by: RoseSkye on September 26, 2012, 12:26:58 pm

Title: [XP] Making it so the menu doesnt pause the game
Post by: RoseSkye on September 26, 2012, 12:26:58 pm
Is that a difficult thing to do?
Title: Re: [XP] Making it so the menu doesnt pause the game
Post by: winkio on September 26, 2012, 12:32:58 pm
You have to merge the menu scene and the map scene, and make the map continue to update while ignoring player input when the menu is active, and vice versa.  It requires some knowledge of how scenes work, but it is by no means impossible.
Title: Re: [XP] Making it so the menu doesnt pause the game
Post by: RoseSkye on September 26, 2012, 05:46:18 pm
Quote from: winkio on September 26, 2012, 12:32:58 pm
You have to merge the menu scene and the map scene, and make the map continue to update while ignoring player input when the menu is active, and vice versa.  It requires some knowledge of how scenes work, but it is by no means impossible.

Is it a short process or a long one?
Title: Re: [XP] Making it so the menu doesnt pause the game
Post by: G_G on September 26, 2012, 06:31:25 pm
That all really depends on your scripting experience. Any scripter who knew what they were doing could probably do it in a couple hours, tops. Depends on how lazy one may be.
Title: Re: [XP] Making it so the menu doesnt pause the game
Post by: Lukas on September 26, 2012, 07:00:36 pm
maybe just need $game_map, $game_system.map_interpreter, $game_system, $game_screen, @spriteset still update.
Title: Re: [XP] Making it so the menu doesnt pause the game
Post by: diagostimo on September 26, 2012, 07:34:54 pm
it would need implementing exectly how the message window is, if you look how that cancels out player input you can get you menu there too
Title: Re: [XP] Making it so the menu doesnt pause the game
Post by: Heretic86 on September 27, 2012, 07:25:20 pm
Multiple Message Windows script can do this already.  Its a built in feature called "move_during", which can be enabled and disabled on the fly.  The message bubbles are known as "Floating Windows" and those can be enabled or disabled as well, so, if you desire, you can run your whole game using the "Non Floating Windows".  That is, if you arent using another message system already.

Spoiler: ShowHide
class Game_Player < Game_Character

  alias wachunga_mmw_game_player_update update
  def update
   # The conditions are changed so the player can move around while messages
   # are showing (if move_during is true), but not if user is making a
   # choice or inputting a number
   # Note that this check overrides the default one (later in the method)
   # because it is more general
    unless moving? or
      @move_route_forcing or
      ($game_system.map_interpreter.running? and
      !$game_temp.message_window_showing) or
      ($game_temp.message_window_showing and
      !$game_system.message.move_during) or
      ($game_temp.choice_max > 0 or $game_temp.num_input_digits_max > 0)
      update_player_movement
    end
    wachunga_mmw_game_player_update   
  end
 
end