EDITING TIP:
	Add a redundant flag to every character_scene to make it easy to hide all of them, since they tend to clutter up the editor.
	!hide_scenes





My game has "character-reaction scenes"
This is when you talk to an NPC and then one of your party members steps aside and stops following you.
The player will naturally wonder why they did this and go talk to them.
When you talk to them, you see their reaction to what the NPC said.
When the player walks away, that character goes back to following behind you like normal.

These are optional scenes. They player can walk away without talking to them. And even if you do talk to them, they only say one line, so the game never pauses. The game never pauses, and the player always has control.



 Why did I do this?
I tried an experiment where I made a game with only a single textbox that's always on-screen. All the dialog gets added to this scrolling textbox.

But if try to make a traditional RPG cutscene, you either have to pause the game and make the player advance each line of text Link-to-the-past style, or have all the dialog appear immediately and scroll up before the player can read it.

I chose not to pause the game.
My solution was to break up the dialog, and then let the player talk to each character to see their part of the conversation.

But I also wanted party members to react to things without pausing the game.
I COULD just have their dialog text appear in the scrolling box from time to time while you're playing, but if the player isn't currently looking at the textbox, they won't even notice it.
They need to SEE something happening in the game itself.

So my solution was to make the character stop following the player to draw their attention. When the player talks to them, THEN you see their dialog.



 Why choose to do this?
To entertain.
In general, it's entertaining just to see interesting characters react to things. And because it's entertaining, you generally want to do this very often.
 (It's almost the entire approach Ranma 1/2 uses to entertain you)
 (and I used character reactions a ton in my Pokemon game.)

Reaction scenes don't necessarily have to advance the story. And if it doesn't, it's optional, which allows these scenes to be safely skipped by the player, added anywhere, or even hidden.

This particular style of "character-reaction scene" is just a way to do that without pausing the game for "cutscenes"