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Quick easy question probably...

How many frames does one step of a character have. Because I want to make wait during a character movement so you can't walk around until it finishes and I need to set Wait X frames, but I don't know how many does each step have.

speed: slow
freq:low

And since I wrote this... how do I make the player not be able to walk around with his character while a scene is playing but no text is showing? do i really have to use the wait X frames? cuz the wait till the end or somthing like that isnt workin...
 
Erm...you shouldn't have to know how many frames a step is...you're making it way too complicated (and it's one frame by the way).

Are you trying to make it so the player can't move while you have a move route set for the player? Because the player shouldn't be able to move during a set move route anyway.

By the way, in general, 20 frames = 1 second.

When you are doing a cutscene, use Autorun instead of Parallel Process. This prevents player movement.

As far as the wait thing, just make a good guess and then test it. I've made LOTS of cutscenes and in almost all of them I am just guessing the wait time first, then I perfect it when I test.
 
You could just easily use the

Loop
wait 20 frames
    conditional branch "switchA" is on
          exit looping
    else
          (nothing goes here, it will just loop itself)
end loop

Then when the event that you want the player to stop for finished, switch "SwitchA" on and he can move around again. Of course, is this event happens after the player is freely moving around, you would need for the switch to be switched on before he enters the map, and make the event I just told you about set to a parallel process.
 
You could just use "Wait for Move's Completion", assuming you have no other events with custom move routes running at the moment. Otherwise, you can just estimate. Assume 1 step = 1 second, test it out in game, and adjust.
 

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