how do you add more OPTIONS???

Ruffsta

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ok, so i'm working on a farming thing.. but what i'm looking to do now is have options to plant pretty much what i want.. however, when you use "show options" in the events.. it only gives you 4.. but what if i wanted 6, 8,12 or 15 or more options? i'm sure there is a way to do it.. just right now i don't know how... any help?
 

Ruffsta

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wait.. kinda answered my own question... lol.. we shall see.. sorta worked.. lol

basically yer first 4th option branch condition opens another set of options and so on... :p


still the issue is you really only have 2 options because each set of options you have to put "more items" AND "none".. so kinda a pain in the A**!

you can't copy/paste "when" to extend options.. you can't edit the dammn crap in the events how you want.. can't type, copy/paste freely.. i'm starting to hate this software.. take 1 step forward and 30 steps backwards!!! so dammn frustrating!!
 
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Ruffsta

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so if i wanna plant 12 different kinds of things.. i have to have a conditional branch for every 2 items.. list 2 and give options for more and none.. talk about BS! now i'm getting agitated!

watermelon
squash
MORE - open another conditional branch
NONE

next conditional branch:
peppers
thyme
MORE - open yet another conditional branch
NONE

and so on.. like really?
 

Ruffsta

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who coded this ****? i've coded for years.. and what i'm seeing is pure BS!
 

SweetMeltyLove

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That's why it's called "RPG Maker", it's not meant to be used to make farming games. Heavy usage of scripting would be needed, by which point it's probably worth using something else other than RPG Maker. A "game maker"-like program would be better if you don't have much coding experience
 

Kes

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[dpost]Ruffsta[/dpost]
Actually it's quadruple posting. If you want to add something, simply edit your previous post to include it.

And I get that it can be frustrating, (post #4) but you need to give people a bit of time to reply (differing time zones, differing work/sleep/leisure patterns etc.) as forum members are usually pretty good at coming up with info.
 

Poryg

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so if i wanna plant 12 different kinds of things.. i have to have a conditional branch for every 2 items.. list 2 and give options for more and none.. talk about BS! now i'm getting agitated!
Ok, let me introduce some of the basic features of RPG maker XP, which are especially useful when you aren't happy with just the default event commands.
There is a script editor inside tools or you can summon it by pressing F11. There you can define your own functions, including your huge choice window.
Then on page 3 of event commands there is a Script command, which allows you to execute code. Careful though, it doesn't accept more than 10 lines of code per script.
Knowing there is a script editor inside RMXP, I don't find your anger reasonable though. And even so, in RM2003 I had to event far worse things than mere choice window.
 

slimmmeiske2

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so if i wanna plant 12 different kinds of things.. i have to have a conditional branch for every 2 items.. list 2 and give options for more and none.. talk about BS! now i'm getting agitated!

watermelon
squash
MORE - open another conditional branch
NONE

next conditional branch:
peppers
thyme
MORE - open yet another conditional branch
NONE

and so on.. like really?
What I see most people do is this:
First Show Choices
VEGETABLE
VEGETABLE
VEGETABLE
MORE - opens second show choices

Second Show Choices:
VEGETABLE
VEGETABLE
VEGETABLE
MORE - opens third show choices

And so on and so on, until
Last Show Choices:
VEGETABLE
VEGETABLE
VEGETABLE
NONE

Of course, using a script to display more than 4 choices at once like this one or ccoa's UMS is more playerfriendly than the method above.
 

Ruffsta

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That's why it's called "RPG Maker", it's not meant to be used to make farming games. Heavy usage of scripting would be needed, by which point it's probably worth using something else other than RPG Maker. A "game maker"-like program would be better if you don't have much coding experience
what i plan to do is within reason and will not call for heavy usage.. rpg maker will do just nicely!

@slimmmeiske2, according to @Poryg - the script can only be 10 lines long.. that script looks alot more than 10 lines... but then again they use MV so i dunno the limitations between the 2 versions.

i have never used or installed scripts.. so honestly i would even know where to begin with this.. but yes i would love to have more than the stupid 4 choices i currently have available.
 

slimmmeiske2

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Poryg is talking about the Script command in the event editor.
The script I posted needs to be pasted in the script editor.

Step 1: Open the script editor. It's the button to the left of the music note or you could just press F11.
Step 2: Scroll down in the left window pane until you reach the last one which should say 'Main'.
Step 3: Right-click on Main and choose Insert.
Step 4: Copy the script you want to use and paste it in the right window pane.
Step 5: For better visibilty, you should probably name it. Doesn't matter what you call it.
Step 6: Click OK and the script editor will close. Now your script is installed!

Now, what's important is to always paste the scripts above Main and to follow the additional instruction if there are any, (which in this case there are).
 

Ruffsta

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Code:
nstructions:
#   - Configuration is just below.
#   - Use this script call:
#
#       Choices.setup(WIDTH, CHOICES, CANCEL?, X, Y)

ok, so i installed the script.. but i don't know how to use it.. events do not allow me to type manually.. so i don't know how to "call" this script in the events or otherwise.. again, sorry i NEVER installed or used scripts before.. so my apologies ahead of time.

also, it already has width set and 15 options as default - i'll probably change the option count to like 9 or 10 though
 
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slimmmeiske2

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This is the script command in the event editor Poryg and I were talking about before.

Go to your farming event, open the event commands, go to the third page and click on Script.
Then add:
Code:
Choices.setup(WIDTH, CHOICES, CANCEL?, X, Y)
Remember to change the above to your wishes.

So for example, if I use this:
Code:
Choices.setup(100, ['on', 'off', 'hello', 'hi', 'there'], true)
The width of the choice window will be 100px, the five choices above will be displayed and cancelling will be allowed. I did not add X and Y values, as I wanted to auto-center it.
 

Ruffsta

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ok, cool.. so i have options now.. but how do i do anything with them? i don't see how you do when yes/no..
 

slimmmeiske2

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From the scripts instructions:
# - What happens is when a choice is selected, it will set a variable to the
# that choice's number (first choice is 1, second is 2, etc., etc.)
# - If the player is allowed to cancel and the B button is pressed, the
# variable will be set to 0
# - Now all you must do is create conditional branches below the script call
# with the condition for each being your variable equal to the respective
# choice's number.
The standard variable ID it's set to is 15, but you can change that in the script if you want to.
 

Ruffsta

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# - Now all you must do is create conditional branches below the script call
umm, yeah about that.. i tried to do conditional branches, but they have nothing to do with the choices i put in the script call..

Code:
@>Script: Choices.ssetup(100, ['on', 'off',
:       :'hello', 'hi', 'there'], true)
@>Conditional Branch: Script: More_Options
  @>
 : Else
  @>
 : Branch End
@>

so can you show me an example please? ty
 
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slimmmeiske2

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Code:
@>Script: Choices.setup(100, ['on', 'off',
:       :'hello', 'hi', 'there'], true)
@>Conditional Branch: Variable [0015] == 1
  @>Text: On.
 : Else
  @>
 : Branch End
@>Conditional Branch: Variable [0015] == 2
  @>Text: Off.
 : Else
  @>
 : Branch End
@>Conditional Branch: Variable [0015] == 3
  @>Text: Hello.
 : Else
  @>
 : Branch End
@>Conditional Branch: Variable [0015] == 4
  @>Text: Hi.
 : Else
  @>
 : Branch End
@>Conditional Branch: Variable [0015] == 5
  @>Text: There.
 : Else
  @>
 : Branch End
Btw, you made a typo in the script call. I fixed it in mine. As a side note, I don't use this script and have not installed it, so the above is me simply just following the instructions of the script.
 

Ruffsta

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Code:
@>Script: Choices.setup(100, ['on', 'off',
:       :'hello', 'hi', 'there'], true)
@>Conditional Branch: Variable [0015] == 1
  @>Text: On.----------------------------------------------doesn't work..
 : Else
  @>Text: oops---------------------------------------------but whatever i put here does..
 : Branch End
@>Conditional Branch: Variable [0015] == 2
  @>Text: Off.
 : Else
  @>
 : Branch End
@>Conditional Branch: Variable [0015] == 3
  @>Text: Hello.
 : Else
  @>
 : Branch End
@>Conditional Branch: Variable [0015] == 4
  @>Text: Hi.
 : Else
  @>
 : Branch End
@>Conditional Branch: Variable [0015] == 5
  @>Text: There.
 : Else
  @>
 : Branch End
Btw, you made a typo in the script call. I fixed it in mine. As a side note, I don't use this script and have not installed it, so the above is me simply just following the instructions of the script.
spelling error is all.. can't copy/paste into here..
i marked what works/doesn't work - look at code

so if i add to the second branch.. it will do 1 ELSE after the other.. so this option thing as is doesn't work.. shows the options, but the options don't work correctly
 

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