Main Menu
  • Welcome to The RPG Maker Resource Kit.

[SOLVED] [VXA] Message boxes in scenes other than map

Started by Trihan, May 05, 2012, 07:51:12 PM

0 Members and 2 Guests are viewing this topic.

mobychan

maybe an if clause inside the update method, that (de)activates the windows accordingly?
Can you find out where it gets activated again?




Trihan

def on_number_ok
    Sound.play_shop
    case @command_window.current_symbol
    when :buy
      do_buy(@number_window.number)
    when :sell
      do_sell(@number_window.number)
    end
    end_number_input
    @gold_window.refresh
    @status_window.refresh
  end


def end_number_input
    @number_window.hide
    case @command_window.current_symbol
    when :buy
      activate_buy_window
    when :sell
      activate_sell_window
    end
  end


As far as I can tell, it's calling do_sell when you confirm the quantity, then calling end_number_input, which calls activate_sell_window.
It's more like a big ball of wibbly wobbly...timey wimey...stuff.

Trihan

#27
Progress! I've got it accepting input for the custom window but the quantity window disappears first which makes it look a bit naff.

Woohoo! Got it! It works perfectly now. :D
It's more like a big ball of wibbly wobbly...timey wimey...stuff.

mobychan

care to share the current code once more?
I'll see if I can get it to work here and look into it, if you want ^^




Trihan

Now that I've resolved the issue, I'll post the finished script in the VXA forum once the guy I'm making it for has confirmed it does everything he wanted it to.
It's more like a big ball of wibbly wobbly...timey wimey...stuff.

Lethrface

Sweet :)  Sorry I couldn't help too much.  Looking forward to seeing the whole thing :)
I am out of fucks to give.  In fact, I think you owe ME some fucks.  I have insufficient fucks in the fucking account.