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Solved - Delay Set Move Route Until After Text Is Read

Disparate Dawn

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May 19, 2021
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I'm trying to set up some events where the event character is initially talking to someone else, notices the player, then turns to face them. As such I am wanting to set the event up such that the Set Move Route only occurs after the player has pressed continue through the dialogue.
I've been noticing though that no matter what I set up I'm seeing the move route occur as soon as you active the event. I've grabbed a pretty basic example here just for illustration but I've tried a variety of things: setting another move route to wait until this one, setting the text in a loop which is broken as soon as the player makes a dialogue choice, etc. So far nothing I have done seems to address this issue. I'm wondering if anyone else has run into something similar and how they have fixed it.
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AenaonDogsky

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Dec 12, 2017
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I'm trying to set up some events where the event character is initially talking to someone else, notices the player, then turns to face them. As such I am wanting to set the event up such that the Set Move Route only occurs after the player has pressed continue through the dialogue.
I've been noticing though that no matter what I set up I'm seeing the move route occur as soon as you active the event. I've grabbed a pretty basic example here just for illustration but I've tried a variety of things: setting another move route to wait until this one, setting the text in a loop which is broken as soon as the player makes a dialogue choice, etc. So far nothing I have done seems to address this issue. I'm wondering if anyone else has run into something similar and how they have fixed it.

This occurs because by default, the engine expects the event to face the player as soon as the Action Button is pressed.
To resolve this, set the event's "Direction Fix" Option to ON, then after the first textbox in the command list, Set Move Route to Direction Fix OFF (inside the move route) before you Turn Toward Player.

Don't forget to do this in the next event page if you want this to repeat (since I see you've set a different page after this one)

Sidenote: it's a good thing to use the"Wait for Move Completion" command after every Move Route command, unless you want concurrent movement/particular timing in your move routes. This was in later RPG Maker engines included as an option in the Move Route window tab itself.
 
Last edited:

Disparate Dawn

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May 19, 2021
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Thank you very much, just tested the implementation and it is working perfectly.

And don't worry I'm making plenty of using out of Wait for Move completion though I tend to keep that for when characters are moving between different locations and less for turning.
 
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