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> Quick question involving textboxes
vvalkingman
post Oct 16 2012, 11:22 AM
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The Traveling Bard ;)
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I know this is probably simple and I can't believe I haven't figured it out as of yet...but when you put up a textbox is there a way to move on to the next line without the player having to mash enter? Example:

I'm attempting a cutscene and I want text boxes to pop up but I don't want the player to be able to just mash through it. Is there any other way to do this than having a picture with text on it already and just timing THAT with the wait command?

I am using rpg maker xp.


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vvalkingman
post Nov 6 2012, 04:23 PM
Post #2


The Traveling Bard ;)
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Posts: 210
Type: Developer
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Dude...your name is going to be in big bold letters in the credits for Monk lmao you are so frickin' awesome! *gives cookie*

edit: So how do you do this in the event? Do you have a text, have wait 20 frames, then script call? or script call, text, 20 frames? Neither work just wondering lol i'm probably missing something simple...

I also noticed that when you call the script no other text boxes after that pop up.

This post has been edited by vvalkingman: Nov 6 2012, 04:57 PM


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Jens of Zanicuud
post Nov 7 2012, 09:13 AM
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It's more simple to do than to say, so I'll proceed with an example...
Basically, you'll need two events (or an event and a common event):

Main:
Event #1
Trigger: Parallel


1. Switches[CANT_SKIP_SWITCH_ID] = ON
2. Switches[id] = ON (a number you like) #activate this switch before every message you want to autoskip
2. Message: Hello!
4. rest of the event...
5. Switches[CANT_SKIP_SWITCH_ID] = OFF

Message autoskip:
Common Event or Event #2
Trigger: Parallel - Switch[id] == ON


1. Wait X frames
2. Script call: Message_Win.skip_message
3. Switch[id] == OFF

Feel free to ask if I wasn't clear enough.

Jens




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