UMS message system - 'More than 4 Choices at once' Problem

Started by Stray, April 24, 2012, 04:17:32 pm

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Stray

I've got this strange problem with the UMS Message System... maybe it wasn't included:

The script makes it possible to show more than 4 Choices while an dialogue.
Actually this is very useful. You just have to put the choices underneath.
But you have to set the amount of choices with the script call "$game_temp.num_choices = (amount of choice-commands at once)" in the very first line of the event.
Simple Example: ShowHide


Now the issue:
You can't make new choices inside a choice. The script makes a mess out of the whole thing.
As an example, you want this to be shown: ShowHide

And this is what you see in gameplay: ShowHide


Example Project (234 KB)
If the download doesn't work please tell me.
I'm very grateful to you all for your great help.

ForeverZer0

Its because the script is only checking the numerical code of each line to check if it is a "Show Choices" event, and is ignoring the indent level. Its something that would be easy to overlook, I know I probably would have.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Stray

I know, it's classic but I can't script. Is there any solution to this?
I'm very grateful to you all for your great help.

Andreavnn

Couldn't you do something like use the script command then the next line down use the actual built is choice option in RPGXP?

@>Script: $game_temp.num_choices = 2
@> Text: Text Message
@>Show Choices: Option, Option, Option, Option   <---CMS Options Command
 :When [Option]
   @> Show Choices: Option, Option, Option   <---RPGXP Options Command


*EDIT* Nevermind, I think that is what you are doing and trying to get fixed. Sorry was at work and read it in a hurry.  :facepalm:

stripe103

If it works, there is a simple fix to that which don't involve scripting, and that is to, instead of having the next commands there, have something that changes the event page and have the new options on the new page instead.
I'm not sure it works but since the event commands are seperated it could work. Worth a try.

Vexus

I know that is an example but if your going to have 4 choices then more choices appear depending on what choice you previously picked wouldn't it be easy to use the normal way?

There's no need to have an option as cancel since you can press esc or x (Unless controls are changed) to exit the choice list.
Current Project/s:

Stray

@stripe103:
In bigger conversations between the protagonist and the NPC's, it would be totally confusing using a new event page everytime I'd only add a new choice box.
Also, my switches-index would explode.

Quote from: Vexus on April 25, 2012, 06:17:55 am
I know that is an example but if your going to have 4 choices then more choices appear depending on what choice you previously picked wouldn't it be easy to use the normal way?

There's no need to have an option as cancel since you can press esc or x (Unless controls are changed) to exit the choice list.


I'm not sure what you mean, maybe it's my english. I need that part of the script. Not only for a cancel which doesn't fit in the choices anymore.
As example I let the hero choose something like colours for something...
> Red
> Blue
> Yellow
> Brown
> Pink
> Purple
... whatever.
I want to use this, because it's very useful. Especially much bigger dialogues.

Is there no way to make a small correct, that this script call doesn't have to stand on the first line, but just above the next choices?
I'm very grateful to you all for your great help.

Vexus

Probably something could be done I'm no scripter just spewing out suggestions :)

What I meant was did you try using these choices then instead of trying another show choices inside the choice using the event command show choices?

Not sure if it would work and that would still give you a limit of 4 choices but it's a good start for now if it works.
Current Project/s:

stripe103

Quote from: Stray on April 25, 2012, 10:54:59 am
Also, my switches-index would explode.

That's why you use one single variable for all of the conversations instead :)
You can just have the variable change to the index of the option that the player choose, and then go to the appropriate event page.
Also, it most likely only requires one variable because it isn't often that you need to store the option that the player chooses, and if this is what you want, you would need to use switches anyway, so it don't matter :)

Anyway, if you think that it's too much hazzle with that many pages(which I fully understand) then I can't do much more for you, sorry. I don't know how you can fix that, script-wise.

diagostimo

on the note of using variables to control which option menu is being shown, it could be posible to have it all in one event page, by giving each option menu a condition to a variable, heres an example of what i mean:

condition variable[1] == 0
 @>Show Choices: Option1, Option2, Option3, Option4
   :When [Option1]
     control variable[1] = 1
   :When [Option2]
     control variable[1] = 2
   :When [Option3]
     control variable[1] = 3
   :When [Option4]
     control variable[1] = 4
condition variable[1] == 1
 @>Show Choices: Option1, Option2, Option3, Option4
   :When [Option1]
   
   :When [Option2]
   
   :When [Option3]
   
   :When [Option4]
   
condition variable[1] == 2
 @>Show Choices: Option1, Option2, Option3, Option4
etc,
i dont know if it 100% work but it very well could :)

Stray

Although these are nice ideas, I think it's not very neat to make that much Event pages....
I think you lose the view about your choices if you're doing that, especially in bigger projects and longer conversations.
You have to go back everytime to the last site, if you want to look for which choice the number of variable stands for... and that's not very pleasant.
I'm very grateful to you all for your great help.

diagostimo

i know its a pain rather than just indenting the choices, but these are just temp fixes until someone experienced enough can make a fix, did you try asking the author they could fix it?

Stray

@diagostimo link:
Unfortunately, the autor is inactive.
I'm very grateful to you all for your great help.