Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

OpenSaveMenu waits for movement #1559

Closed
fmatthew5876 opened this Issue Dec 12, 2018 · 3 comments

Comments

Projects
None yet
3 participants
@fmatthew5876
Copy link
Contributor

fmatthew5876 commented Dec 12, 2018

Create the following autostart event:

Move Player: Right, Repeat
OpenSaveMenu

In RPG_RT, the save menu will popup every frame. In Player, the player will take a full step, and then the save menu will appear.

@Ghabry

This comment has been minimized.

Copy link
Member

Ghabry commented Dec 12, 2018

a9e4700

@fmatthew5876

This comment has been minimized.

Copy link
Contributor Author

fmatthew5876 commented Dec 12, 2018

Looks like we have a good test case.

@Ghabry

This comment has been minimized.

Copy link
Member

Ghabry commented Dec 12, 2018

though this patch is not really acceptable because it adds more to Game_Temp

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Dec 14, 2018

Immediately start call command when called by an EventCommand.
Fixes: EasyRPG#1559

Problem: In RPG_RT, when a call menu/shop/etc or battle is done by an eventcommand, it is called inmediately regardless of whether the player is still moving. In EasyRPG, it waits until it's over.

Solution: Add a Game_Temp::inmediate_call that is activated when an EventCommand is called. Then, put as a condition in Scene_Map to check the calls if it's active, and disable it in DisableCalls.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Dec 14, 2018

Immediately start call command when called by an EventCommand.
Fixes: EasyRPG#1559

Problem: In RPG_RT, when a call menu/shop/etc or battle is done by an eventcommand, it is called inmediately regardless of whether the player is still moving. In EasyRPG, it waits until it's over.

Solution: Add a Game_Temp::inmediate_call that is activated when an EventCommand is called. Then, put as a condition in Scene_Map to check the calls if it's active, and disable it in DisableCalls.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Dec 15, 2018

Immediately start call command when called by an EventCommand.
Fixes: EasyRPG#1559

Problem: In RPG_RT, when a call menu/shop/etc or battle is done by an eventcommand, it is called inmediately regardless of whether the player is still moving. In EasyRPG, it waits until it's over.

Solution: Add a Game_Temp::inmediate_call that is activated when an EventCommand is called. Then, put as a condition in Scene_Map to check the calls if it's active, and disable it in DisableCalls.

fmatthew5876 added a commit to fmatthew5876/Player that referenced this issue Dec 15, 2018

Refactor and fix event menu calling behavior
Fixes: EasyRPG#1559

* Event commands which call menus act immediately in the same frame
* Uses SavePartyLocation::menu_calling to call menu from ESC key
    * ESC menu waits for movement to finish - matches RPG_RT
* Moves most calling variables from Game_Temp to Game_Interpreter
    * battle_calling left for another day, this one is complex

@carstene1ns carstene1ns added this to the 0.6.0 (likely) milestone Dec 18, 2018

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.
You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session.