Err are you actually turning keydown off to do your events? If you are it isn't necessary. You just have to modify the keydown code to be off when event is in place
Certainly, but you'd quickly hit the LoC per routine limit. This method allows you to execute code from another card without interrupting the keydown and timer routines (in my example I actually
do interrupt the keydown and timer routines, but that's because I didn't want them active during the dialogue).
thats a great idea, (im not sure how gm works) could you also store the code of an event on a seperate card and just goto that card when you want to call on that code like a method.(do sprites stay on the screen when you change cards?) and store the card number in a variable like let stats=5 //card 5, so you can just say "gotocard stats" then "gotocard recentcard" to go back? how do events work?
Yup, that's how global events work, which can initiate from any card/room. A local/room event only initiates if you're in a specified room. The code for a local event is stored in the specified room's card script, and to call it you simply reload the card with the variable triggerRoomEvent set to x, x being the event you want to trigger.
It's a nifty workaround for want of methods.