Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If anyone actually uses it, file bugs, complaints or requests here: http://forums.rpgmakerweb.com/index.php?/topic/35552-ace-easy-teleport/
Scroll to the bottom to see the methods. In hindsight, I would recommend setting the process to act off a module's instance variable that's set to an array of procs containing the desired branching effects rather than using a case statement. It would be trivial to add the when effects one by one as you push the choices into the choice array. I'll probably upgrade the code at some point today or tomorrow because I intend to take the same script loaded dialogue approach you want to take.
http://forums.rpgmakerweb.com/index.php?/topic/6248-script-call-equivalent-of-events/#entry70304
Thx to a Friend from German Forum i can share the Complete Code for insert in
Eventcommand "Script" :
$game_message.face_name = 'Actor1'
$game_message.face_index = 0
$game_message.background = 0
$game_message.position = 2
$game_message.add("Choose your Style")
params = []
choices = []
choices.push("Warrior")
choices.push("Magician", "Knight", "Archer")
choices.push("Mergent", "Chuck Norris", "Eric Cartman", "MacGyver")
params.push(choices)
params.push(2) #(If Cancel: 0=Disallow/1,2...)
setup_choices(params)
wait_for_message
$game_variables[1] = @branch[@indent]
Hope this gets you into the Correct direction.If you got further Questions just share them with us.
@El puzzle de dios: You mean I should make pics out of the text? Wouldn't that make it more of a pain in the ass than just adding the text directly?
@Kurashi: It ALMOST worked perfectly. I get a new textbox, but the problem is that it sort of "breaks" or doesn't work well with the Ace Message System. If I want to have two textboxes for two different characters (where the name of the two actors are displayed in a separated box), like this:
$game_message.add("\\n<\\N[1]>TEXT1\n\n\n")
$game_message.add("\\n<\\N[2]>TEXT2\n\n\n")
BOTH textboxes will have the name of the second actor, instead of the first textbox having the first actor's name and the second textbox having the second actor's name. Is there a way around this?
What about Hajami solution, do you test it?
$game_message.add("Text")
wait_for_message
$game_message.add("Text")
The wait_for_message is the Magic you need to get your Textboxes working.
Dont ask me why :) iam still learning and this is just shared knowledge with some random combining.
@"El puzzle de dios" & "Hajami": Since my multibox dilemma is solved now, I tried the options script too and it also works perfectly.
Only thing left now is...the stupid character limit in the script window -.- Turns out you can only have like 2278 characters (that's how much it let me have) in one script, which is easily exceeded of course if you have all the dialog in one script.
http://himeworks.com/2012/12/large-script-call/
I tried the script but I think I'm doing something wrong or maybe I misunderstood something. What does the script do exactly? Can I insert an unlimited amount of characters into the script box or does it just "slightly" raise the limit? Because I still can't enter more than the little script box allows (it acts like I clicked "OK" when I reach the last line).
It's fine though, being able to have the dialog in bigger, editable pieces makes it already a lot easier than editing one small textbox after the other.
Again, thank you all for the help! Much appreciated.