Okay.
It sounds like you are trying to solve the wrong problem.
If I had to guess, you need to add
modal True
to your
screen:
definition.
When you define a screen, there is an option
modal
. If it is switched on, then all other screen actions (like click to advance) are disabled. Only things defined as part of that screen are clickable. It sounds like that is what you want.
It is also possible that your screen definition is broken in some way I can't begin to guess at... like you've created a
frame
with an action and so when you click what you think is the background, the game thinks you need to invoke that action.
But my guess remains
modal True
.
There are lots of examples in other threads, this one is something I wrote recently:
https://f95zone.to/threads/how-to-open-world.63374/post-4313026
I'll also copy-paste a brief introduction to
call screen
and
show screen
I wrote in a different thread, just in case you are mixing those two up.
In your case, I'm almost certain you want to be using
call screen
.
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[...]
displays a pre-written screen on top of the existing UI and waits for the screen to trigger an action.
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[...]
displays a pre-written screen on top of the existing UI and just carries on.
Actions are still processed, but if the player never clicks on the right place - nothing will ever be triggered.
"show" is generally used for things like navigation/room buttons or status windows. Things the player may or may not use.
"call" is generally used for things that require the player to do something before continuing.
99%* of the time, "called" screens will have the show modal which causes all other UI elements to be disabled while the current screen is being shown. It basically forces the player to use the screen and nothing else.
* 84.7% of statistics on the internet are randomly made up on the spot and do not reflect real life.
70%
* of the time, "shown" screens will have a matching
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statement too.