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

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Level 65
Working on Monster Leader
Contestant - GIAW 9
maybe an if clause inside the update method, that (de)activates the windows accordingly?
Can you find out where it gets activated again?




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Code: [Select]
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

Code: [Select]
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.

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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
« Last Edit: May 06, 2012, 11:36:33 AM by Trihan »
It's more like a big ball of wibbly wobbly...timey wimey...stuff.

***
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Level 65
Working on Monster Leader
Contestant - GIAW 9
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 ^^




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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.

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Bronze - GIAW 9
Sweet :)  Sorry I couldn't help too much.  Looking forward to seeing the whole thing :)
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