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As a workaround, set the event's animation to "Walking", and add a "Parallel Process"-trigger event to its map with commands:
I had thought of a few different workarounds, but they'd all involve a lot of setup per map which I'd like to avoid if possible.
I guess one neat benefit of this quirk is that players can easily tell which characters they have not yet talked to... so I might keep it in for that reason XD
Good luck with your game! ^_^
True! But as a mentioned above, it would double the setup for every NPC in the game. I'd like to avoid that if possible.
Yeah maybe double is an exaggeration, but it would mean creating an extra page and maintaining double the number of pages. For example, if I want to change an NPC's sprite I'd need to do it twice. It would quickly scale up over a large number of changes.
So I'm trying to minimise this kind of workload risk.
Then you just use an Animation OFF move event command when the character starts talking to you and Animation ON after you stop. (I haven't tested if this works.)
(You obviously have to turn custom move route repeat on if you want the characters to move around constantly. Just put in a command for walking in a random direction if that's what you want, for example.)
Oh that's a great idea!
I'm not sure if you made a typo there but you seem to have off and on inverted? If I do the opposite of what you wrote (turn off in the custom move route, then turn on when I start talking, turn off when I finish) then it works exactly as I wanted it to!
Still a little bit of setup per NPC but it's not too bad. At least I don't have to mess around with switches. Awesome workaround. Thanks!
I wasn't quite sure which of both effects you wanted, but I'm glad I could help!