character limit in branching choice/dialogue choices help?

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Hi, in the game I'm making, in the beginning, an NPC says something and I want the player to be able to make a choice of how to respond. I choose "branching option" to do this, but there's a character limit in that. is there a way around that, or to somehow have a better way for dialogue options, more akin to visual novels? Hopefully that question made sense haha, thank you for any help!
 

PokeRang

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You could have some text before the choices appear that says what the choices are. Ex:
1. Do the thingimajig.
2. Don't do the thingimajig.
Followed by the show choices. Hopefully this makes sense.
 

MushroomCake28

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Unfortunately those are limitations by the software. You could find a script that modifies how the message system works in game and may remove the character limit, but it will never modify the software (meaning the character limit will always be there in the software, not the game itself).

Your best bet is probably to modify your text to make it fit though.
 

Artificer

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The Option Branch nedds to be added in a new page as a automatic proceess with something like a local switch A activated, then Just name in the last option branch "more options" and in the last option you add a Local Switch B ON, in the new page you put an automatic deploy of another new option branch, that second braching set must have the first option as "Go Back" (to turn the B siwtch off) and the last again as "more options" (with another local switch if you want more or just use 17 personalized switchs and get a lot of them); with using tags you can get around 50 in a single page but it gets kind of complicated, i do that on my games.

In this case all previously used local switches must be turn off when the player select a choice and the consecuences of the action continues in the next event page .

Rpg Maker Eventing is a programing code in its way, the cool thing is that this should work on each rpgmaker version.
 
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