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Sarena

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I've been using the Galv Visual Novel Choices plugin and the VisuStellaMZ Message Core plugins together for awhile, but this is the first time I've run into an issue with them conflicting.

Sometimes my text will indent text randomly like you see in the highlighted choice below:
ChoicesIndent.png
It seems like this usually happens on the second choice, but it doesn't always happen. In most cases it seems to be whenever I include text codes in my choices.

Here's an example of the event of the above choices:
ChoiceIndent_VS.png


It does however work on these choices:
EnemyChooseImage.png

With the event that uses VisuStella text codes and variable text codes:
EnemyChoose.png

Has anyone else run into this before?
 
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Andar

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the direct difference I can see is you using a color change code in the case where it indents - have you checked if that might be the specific cause? Because nothing is random on the computer...
 

Eliaquim

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Hi there!

Will give it a try...
I think maybe the conflict is because, in one of these two plugins, the text width of the choice is being calculated taking into consideration the escape code(which is not supposed to happen).
Maybe both plugins alone handle it right, but when together, something is happening that is causing this.

The text width is important to set the position of the text in the choice box.
I can see that in your first example, you use the color escape code before the choice condition:

Code:
"\c[0]<Show Switch: 12>Punch"
\c[0] => Escape code
<Show Switch: 12> => Choice condition

But in your second example, the escape code is after the choice condition:

Code:
"<Disable Switch: 3>\v[42]"
<Disable Switch: 3> => Choice condition
\v[42] => Escape code

So my tip is: Put the escape codes after the choice condition.
"<Show Switch: 12>\c[0]Punch"

Otherwise, I don't know, and since the Visu code is obfuscated, there is no way for me to discover it. So you will need to reach them out with this issue.
 

Sarena

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Thank you both for the suggestions!

Unfortunately I've tried both removing the text color code and moving it after the choice condition, and it happened in both instances. I do think what you mentioned about the text codes being calculated in is probably what's happening though, so I'll see if I can reach out to them about why it might be happening.
 

Roninator2

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Found the issue finally, but don't know how to fix it.
Galv's script does not check to see if the choice is valid/active etc. so if any switch is on to disable or hide the choice it still processes that choice but doesn't display it.
In your example Ziddy Quake is activated? and the others are deactivated?
At least in my tests it gave these results.

Choice one switch on -> choice shown
Choice two switch off -> choice hidden
Choice three switch on -> choice shown but draw for choice 2 width
Choice four switch on -> choice shown but drawn for choice 3 width
 
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Sarena

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Ooh that's interesting, thank you for looking into this! So it definitely sounds like it is somehow messing with the width based on your results. Which lines up with what Eliaquim mentioned too about the text codes potentially counting as extra spaces in there.
In your example Ziddy Quake is activated? and the others are deactivated?
So in my example, all of the switches are turned on/choices are activated besides the "Go Into Mind!" choice (which is the first one in the event screenshot, switch 35). So yes Ziddy Quake and the others shown in the first screenshot are all activated. It's showing the correct activated ones, it's just the spacing that's weird.

I also noticed that when the "Go Into Mind!" choice is activated, the "Punch" choice is then indented, so through my tests it does always seem to be the second choice.
 

Roninator2

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the text codes potentially counting as extra spaces in there.
t's showing the correct activated ones, it's just the spacing that's weird.
No. You misunderstand what I said. The text codes are not involved here.
In my tests I was able to see that the text is the only part processed. The text codes are stripped by the scripts.
When I said choice 3 is shown but using choice two size, I meant that
Choice one is 170 pixels
Choice two is 70 pixels
Choice three is 160 pixels
Choice four is 150 pixels
(for example)
when choice 3 is processed it is display as if it is 70 pixels in size.
Because the formula to display the text is to take the (choice width - text width) / 2
This normally works to center the text.
but since 70 is less than 160 it moves the text 35 pixels to the left, not 80. So then it is more to the right.

So basically when the text is processed it is processing the wrong index.


*Update got a fix
Line 225 in Galv's Visual Novel Choices
let txt = $gameMessage._choices[index];

change to
JavaScript:
        const chkindex = this._list[index].ext
        // let txt = $gameMessage._choices[index];
        let txt = $gameMessage._choices[chkindex];

Found this when I did an output for this._list
JavaScript:
0: {name: "\c[6]<Show Switch: 35>Go Into Mind!", symbol: "choice", enabled: true, ext: 0}
1: {name: "\c[0]<Show Switch: 13>Ziddy Quake", symbol: "choice", enabled: true, ext: 2}
2: {name: "\c[0]<Show Switch: 14>Spiral Punch    ", symbol: "choice", enabled: true, ext: 3}
 
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Sarena

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Oh wow you're right, that did the trick! Thank you so much for figuring this out and explaining what was going on here! :D
 

slimmmeiske2

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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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