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Problems with Modern Algebra's Advanced Text System 1.5

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Rep: +0/-0Level 84
I'm trying to use a combination of more than 4 choices that scroll down a single list and the switch on to show choice options. A better example would be to show you the code. In an event, I've got this:

Code: [Select]
Script: Choice.new
Text: -, -, Normal, Bottom
   Here is where you choose options.
Show Choices: Option 1\son[41], Option 2\son[42], Option 3\son[43], Option 4\son[44]
  When [Option 1\son[41]]
  @>
  etc.
  etc.
  etc.
Show Choices: Option 5\son[45], Option 6\son[46], Option 7\son[47], Option 8\son[48]

and so on. Now, the script called simply sets the switches on according to various comparisons. When this even is called, all the switches turn on or off accordingly, but the options still show up with extra info. I'll post a SS to better show what I'm talking about.


In this picture, Option switch 1 is on, 2, 3, 4, and 5 are off, and 6 is on. I don't really understand why options 2 and 4 don't show up, but 3 and 5 do with the extra information at the end there... the only thing I noticed was that the numbers after the comma are the switches associated with those options... anyone have any ideas?

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Hrrm...

Odd.

Anyway, Version 2.0b is out so see if that won't fix your problem: http://rmrk.net/index.php/topic,25348.0.html

If it still doesn't work there, then I will see what I can do.

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Rep: +0/-0Level 84
That fixed it. :) Thanks

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Rep: +0/-0Level 84
One bug that I found (which is pretty simple to remedy, but I thought you should know) is that when you call a message event with a face graphic directly after a script window, the face graphic shows up in the window even before the message should be called. And one time, the game even crashed on me when I disposed the scripted window because it said something about a window not being disposed. I think that was the error, but I can't recreate it and don't remember how I got it. SS of an example:


I found a fix for this problem pretty quickly, just put a wait command in the event for 1 frame, the picture gets disposed then.

Correct me if I'm wrong, but when the script is ran in the game, each line is pretty much like a parallel process where the script doesn't wait for one line to finish processing before it moves onto the next, it just rapid fires them one after another and doesn't care if the previous line is finished or not, and that's probably why this happens, correct? I've had this same problem with a few other scripts I was trying to write myself.

**Edited to reword for better understandability**

« Last Edit: October 15, 2008, 12:41:18 PM by Drykul »

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2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Hrrm.. well I'll see what I can do about it. The problem has to do with the window not being terminated when the script call is next - it's a problem with the way the Interpreter is set up rather than the script per se. Still, I'll look into it. For now just use the Wait frame.

The crash you got sounds like you tried to dispose a window twice.