Stop All Movement

Last Updated: 2011.12.10
Download Link
Github Link

This script provides two switches. One switch will stop all NPC events from being able to move when it’s on. The other switch will prevent the player from being able to move when it’s on (outside of an event).

Stopping NPC’s and players from moving as easy as turning on a switch. Turn the respective switch off to let them resume movement again.

That’s all folks!

20 comments on “Stop All Movement

  1. I only started working on Ace yesterday and already I have used this script a dozen times. It just makes life so much simpler! Complex sequences are no longer daunting.

  2. Is it possible to make said ‘stop npc movement’ switch stop animated tiles (ie. pools of water) as well? Such as to create the illusion of time being frozen? And is it possible to continue to allow the player character to move while everyone else is frozen? Any response will be duly appreciated.

    • To follow up on my previous statement, it appears as though the latter of my requests – having the player character remain mobile – was the entirety of the intention behind the second switch… or am I mistaken? For whatever reason, when I attempt to freeze only other npc’s on screen my main character is too frozen. Is this to do with his graphic or for some other reason? Again, prompt responses are appreciated.

  3. bug report : I stop event from move and do something to kill event(transform to grave) after enable movement ,event transform to grave but it move 1 step from it’s position. I want this event transform to grave and don’t move from it’s position. please this

  4. Will we get a library of these scripts for MV? (js) These are all very essential functions, I wonder why the disable character movement was even removed from the engine -_- lots of useful things were taken out. Just hope we get js versions of all these yanfly scripts.

    • It’s easy man

      Just change the numbers to whichever switches in your game you want to use. In my game, if I turn on switch 402 (which I’ve named ‘Stop Player’), then the player can’t move. You can use whichever switches you want in your game, just make sure the number of that switch is listed in the script.

  5. This is indeed truly essentialy, I only wonder if there is a way to include multiple switches? For example, if any switch in a list is on the player can’t move, instead of just the one stop movement switch. This way would help eliminate conflicts between multiple events that call for the player to be stopped. If there were multiple switches those switches could be turned on and off individually so that if anyone one of those switches are on movement is stopped, but common events could be relatively self contained and not control ‘a global’ movement switch. If I have two different common events that would stop the player temporarily but both use the same switch they often times enable/disable movement when they shouldn’t. Until now, I’ve essentially been doing this through events with multiple ‘secondary’ stop switches, then checking to see if anyone of those switches is on. If no secondary switches are on, I disable the switch attached to the script, the ‘primary’ stop switch. If any secondary switches are on, then I enable the ‘primary’ stop switch. It works, but I have to have a parallel process checking for these switches at all times, which I’m sure is not every efficient.

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s