Shift button (A by default) skips dialogue text

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Bonkers

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Restaff
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As it stands one of the the major flaws of my alpha's build is that when players hold down the shift key to run places on a map they more often than not skip

character dialogue that is triggered in certain places when they move over an event that's 'player touch' activated they cannot see in advance.  

 

(This also happens in battle when they spam the confirmation key Z (C by default) missing events that prompt when certain conditions such as enemy hp % are met).

 

I do not wish to remove dashing from most maps to combat this and was hoping there would be a way to keep dashing from skipping text or make text unskippable altogether.

 

I searched the forums and found Galv's solution for this with the 'enter' key that did not work for me.  I replaced the number 1 with the switch I intended to use and made an autorun event to turn it on with an accompanying message to show it was active.  Shift still skipped text. 

http://forums.rpgmakerweb.com/index.php?/topic/8589-solved-creating-unskippable-text/

 

As for the other solution adding "|\ x3" to the end of each dialogue box is not an attractive idea, in or out of battles for text that can be

prompted to appear.

 

I was hoping to find an alternative that would disable skipping text with shift (A) altogether.  I am also willing to redesign these events with prompts or warnings to show dialogue is coming.

 

There is no rush on an answer.  Please take your time, and if no solution can be reached I'll simply have rethink my event management to alert the player better the characters want to talk at that specific point.
 

Alexander Amnell

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Is this a standard feature in ace? My game has never done this, neither have any game I've played in recent memory (except yours, which I'll admit is annoying but assumed was a feature you implemented to cater to people not interested in dialogue)...
 
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Shaz

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Going to move this to Script Support, as the solution is going to be, most likely, a script mod

Do you have other movement or message scripts that you're using?  I'm not aware of this being an issue with the default system either.  In fact, it isn't.  Shift does not make text show quickly OR close a message box.  So there's something peculiar in your project that's adding that functionality.
 

Zalerinian

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Untested, but this should disable the show fast feature based on a switch that you can change. Put this in the materials section:

class Window_Message < Window_Base alias pallad_winmessage_showfast_chqkd2we0 update_show_fast def update_show_fast $game_switches[Put your switch ID here] ? (@show_fast = false) : pallad_winmessage_showfast_chqkd2we0 endendThis will set show_fast to false if the switch is ON, or the normal method ( @show_fast = true if Input.trigger?:)C) ) if the switch is OFF.

And just for reference, my terms for anything, unless specicially noted, are free for commercial/non-commercial use, no credit required, and you cannot take credit for creating it. You don't need to credit me yourself, but if someone asks, that is when you credit me. Otherwise no mention is required.

@Alexander: Yes it's a standard feature. It is in the Window_Messsage script that comes with the engine.
 

Bonkers

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Going to move this to Script Support, as the solution is going to be, most likely, a script mod

Do you have other movement or message scripts that you're using?  I'm not aware of this being an issue with the default system either.  In fact, it isn't.  Shift does not make text show quickly OR close a message box.  So there's something peculiar in your project that's adding that functionality.
Thank you for the assistance.  It seems it unfortunately is standard, and I have a screen shot to show Zal is correct.  Please see the spoiler for the inherent lines of code in window_scrolltext for fast forwarding line 79 highlighted:  

I had no idea myself this was standard until I tested Zalerinian's code and backtracked in the window code to see.

Zal also solved the text fast forward problem for the 'current window' shown, however; shift will still close the current window as well causing it to 'fast forward' to the next dialogue window. This is the second part of the problem I need addressed that shift will also close the current dialogue box.  

So if a player holds down the shift key, even though the dialogue which isn't skipping, it will still close the box and continue to the next.  I would like to prevent that, and only have the Z or "C by default" key do this for intentionally wish to go to the next dialogue.  This must be why Galv's solution before didn't work for me, as it wouldn't prevent a player holding the shift key to keep from unintentionally skipping to the next box of dialogue.

I couldn't describe the problem accurately, and fully due to my inexperience with the editor, but I am certain this is what is needed to resolve my problem.  I apologize for the extra effort.

EDIT:  Thank you Zalerinian for taking such a quick approach and helping me.  It is greatly appreciated.
 
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Alexander Amnell

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Untested, but this should disable the show fast feature based on a switch that you can change. Put this in the materials section:

class Window_Message < Window_Base alias pallad_winmessage_showfast_chqkd2we0 update_show_fast def update_show_fast $game_switches[Put your switch ID here] ? (@show_fast = false) : pallad_winmessage_showfast_chqkd2we0 endendThis will set show_fast to false if the switch is ON, or the normal method ( @show_fast = true if Input.trigger?:)C) ) if the switch is OFF.

And just for reference, my terms for anything, unless specicially noted, are free for commercial/non-commercial use, no credit required, and you cannot take credit for creating it. You don't need to credit me yourself, but if someone asks, that is when you credit me. Otherwise no mention is required.

@Alexander: Yes it's a standard feature. It is in the Window_Messsage script that comes with the engine.
I cannot find anything for that method that should affect text boxes in the way the op is describing. show_fast references Window_ScrollText and causes text that you have scrolling using the "show scrolling text" command to move at an enhanced speed across the screen whenever you hold shift, as far as I can discern it has nothing to do with causing text boxes to close or even speed up when pressing shift. (Also this does not happen for me on a fresh project, so I'm almost certain this is not the issue the op is having.
 
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Shaz

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Are you using Show Text, or Show Scrolling Text?

In either case, holding down the shift key does NOT make the text skip to the end (via scroll_fast) OR close the text box automatically.  I have just tested them both, over and over. If this is what is happening to you, you MUST either have an extra script that adds that behaviour, or you have changed the key mappings (in which case, your players will not have the same issue unless they also change the key mappings).
 

Zalerinian

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Actually, line 79 of the Window_ScrollText script does check for Shift being pressed. I made two mistakes earlier, 1. I assumed that Window_Message was being used, and 2. didn't pay attention to Window_Message only checking for :C, while the post title specifies :A.

The following, again untested, should work for a scrolling textbox:

class Window_ScrollText < Window_Base alias pallad_winmessage_showfast_chqkd2we0 show_fast? def show_fast? $game_switches[Put your switch ID here] ? (@show_fast = false) : pallad_winmessage_showfast_chqkd2we0 endendAgain, the switch being on should prevent there being any fast scrolling.

If I overlooked/messed anything up again, I blame that it's 1AM, and am going to sleep. Good luck with your issue.
 
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Bonkers

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Are you using Show Text, or Show Scrolling Text?

In either case, holding down the shift key does NOT make the text skip to the end (via scroll_fast) OR close the text box automatically.  I have just tested them both, over and over. If this is what is happening to you, you MUST either have an extra script that adds that behaviour, or you have changed the key mappings (in which case, your players will not have the same issue unless they also change the key mappings).
Ah!  You are absolutely correct sir.  I apologize for not fully understanding you the first time you said it.  Yan fly's name tag script set TEXT_SKIP = :A, I replaced that with nil here

This fully resolves my problem.  Thank you Shaz for being patient with me.  I still do not understand why a custom script would allow that action.  Possibly to aid in testing.

EDIT:  No problem Zalerinian I am going to sleep as well.  Thanks again for your attention to the issue.
 
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Shaz

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Well, according to the documentation (the few lines above the one you changed), it's not for testing purposes.  It's a definite function of the script.  Maybe you could just assign a different key to it, if you have a need to use it, rather than disabling it altogether.

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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