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!
Code: Select all
;;; THIS ADDED BIT WILL STOP ALL SPRITE ANIMATIONS DURING TEXT DISPLAYS LDA gameHandler AND #%00100000 BNE notAtEndOfFrame ;; END OF ADDED BIT