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Original Source
- Original title: Show choices bug with the scene interpreter
- Original author: Tsukihime
- Original date: August 10, 2014
- Source thread: https://forums.rpgmakerweb.com/threads/show-choices-bug-with-the-scene-interpreter.30920/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
Here's a demo (200 K of the bug. Instructions Open it in RM, save the project to generate the required DLL's and config, then testplay. When you're in game, open the item menu, select the potion, and then use it on one of your actors.
Archived First Post
http://www.himeworks.com/2013/03/30/scene-interpreter/
Here's a demo (200 K of the bug.
Instructions
Open it in RM, save the project to generate the required DLL's and config, then testplay.
When you're in game, open the item menu, select the potion, and then use it on one of your actors.
A choice window should pop-up asking you to choose an option. Move your cursor around and see what happens.
Bug description
So the problem here is that the scene interpreter basically does not follow the "usual" window workflow.
Whenever you navigate between windows in a scene, you typically deactivate one window and activate another. Some people may have run into the bug where two windows are active, and you can control the two windows simultaneously.
This is basically what's going on here: when you use an item, the scene interpreter will activate and show a choice window, but it doesn't deactivate the previous window, which is the item selection or actor selection window.
The bug is not limited to show choices. Anytime you create a window, you need to de-activate another, otherwise any input you send to the windows will be captured by every window.
Any ideas how this could be solved?
Here's a demo (200 K of the bug.
Instructions
Open it in RM, save the project to generate the required DLL's and config, then testplay.
When you're in game, open the item menu, select the potion, and then use it on one of your actors.
A choice window should pop-up asking you to choose an option. Move your cursor around and see what happens.
Bug description
So the problem here is that the scene interpreter basically does not follow the "usual" window workflow.
Whenever you navigate between windows in a scene, you typically deactivate one window and activate another. Some people may have run into the bug where two windows are active, and you can control the two windows simultaneously.
This is basically what's going on here: when you use an item, the scene interpreter will activate and show a choice window, but it doesn't deactivate the previous window, which is the item selection or actor selection window.
The bug is not limited to show choices. Anytime you create a window, you need to de-activate another, otherwise any input you send to the windows will be captured by every window.
Any ideas how this could be solved?
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