Bucket Mouse
Active member
If you stop an NPC and talk to them while they're in a walk cycle, they will continue to walk in place while talking to you. It looks bad, and the hack solution has been to make the sprites disappear entirely when the text box appears, which isn't always acceptable.
Fortunately the solution is so simple it can be solved in three lines. The text box has its own trigger that is only on while the box is onscreen. Three lines of code at the beginning of the script that handles sprite animation will skip it all if this text trigger is sensed to be on.
Look up DrawSprites.asm in Module Scripts / Main Scripts and scroll to near the end. The animation code is clearly marked with this:
;;;Handle This object's animation:
Directly below that line, insert this:
And now NPCs will no longer distractingly wiggle during your important speech!
Fortunately the solution is so simple it can be solved in three lines. The text box has its own trigger that is only on while the box is onscreen. Three lines of code at the beginning of the script that handles sprite animation will skip it all if this text trigger is sensed to be on.
Look up DrawSprites.asm in Module Scripts / Main Scripts and scroll to near the end. The animation code is clearly marked with this:
;;;Handle This object's animation:
Directly below that line, insert this:
Code:
;;; THIS ADDED BIT WILL STOP ALL SPRITE ANIMATIONS DURING TEXT DISPLAYS
LDA gameHandler
AND #%00100000
BNE notAtEndOfFrame
;; END OF ADDED BIT
And now NPCs will no longer distractingly wiggle during your important speech!