Galv's Visual Novel Choices

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Started by Galv 78 posts Page 4 of 4 View original ↗
  1. I think this might be the root, one of this function might not supported before MV1.5 update.

    // Cache
    Galv.VNC.Scene_Boot_loadSystemImages = Scene_Boot.loadSystemImages;
    Scene_Boot.loadSystemImages = function() {
    ImageManager.reserveSystem('VNButtons');
    Galv.VNC.Scene_Boot_loadSystemImages.call(this);
    };

    I would gladly update to the last version but it breaks too much plugins and things I set up to be worth. :/

    If you have still the version 1.5 somewhere (or anyone there really), that should fix my issue. Thanks!

    If by any means you need a compensation, I am open for a 'commission' to cover the time spent on your end. Your work deserves it.
  2. No, sorry
  3. xx
  4. Created a fix if anyone interested :

    For version prior to RPGMV 1.5.
  5. Galv...

    I couldn't find a link to your RPG Maker VX ACE script Visual Novel Choices in your profile, only a link to here for MV. And on a different website message board, you haven't responded to a question since 2013 (last question was in 2016). So that is why I'm here (and I don't see a way to message you either TT^TT)

    I'm using your VN Choices script version 1.9 and I've run into an issue. I've tried to fix it myself... but your script is being stubborn (and my knowledge I'm sure is nowhere near yours when it comes to Ruby script).

    Picture of RPG Maker VX ACE Issue
    Spoiler
    VN Choices Issue.png
    VN Choices Issue 2.png

    To add additional information to it, in the choices I'm using variables (\v[x]) and they work fine, just get what you see in the pic.

    I originally had "Potion of \v[1]\v[2]" Where variable 1 said either "Minor" or "Major" and variable 2 was the actual potion (e.g. grappling, aggression, etc.).

    As you can see, I need multiple variables for a dynamic display in accordance with the players skill in a particular area. If they don't meet that skill requirement, then ?????? is displayed.

    So, each line should read (all centered)...
    Minor Gratification
    Gratification
    Major Gratification
    Go Back

    I would like to return back to "Potion of ?????" but either way, I run into the issue in the pic above.

    Any help would be greatly appreciated.
  6. Where is the PNG file? I didn't get it? Can someone send it to me?
  7. @SightseeingWolf17 You can find that in the demo, under img -> System
  8. Hey Galv, are you still updating this plugin?

    I found it today, and I was trying it. The menu is beautiful, but when using it with AloeGuvner's conditional show choices the text loses the centering, like if the text from the conditional strings (<<s[1] == 0>> for example) was still there, but just made invisible. I know Aloe's plugin had that issue with the default interface in the first version, but he fixed it later on. However, when combined with your plugin, it seems like that issue happens just like in the first version of his plugin.

    Any chance you could make it compatible? It isn't a showstopper, since the engine still works with both plugins, but it feels very unpolished with the text being off-centered like that.
    The reason Aloe's plugin is so good is because:
    a) it's really powerful and easy to use, you can use any variable you want at the time of the choice block, without having to set up anything before calling it. It just gets set up right in the conditional choice block itself, no additional variables or switches required.
    b) its terms of service is more open than HIME's
    c) it includes both hiding and disabling within a single plugin, no need to add more than one
  9. Is there a way to change the choice window background to a select image with this plugin? If not, is the a plugin compatible with this one that I can use?
  10. Hey!

    I seem to have some kind of problem with the show choices command and Galv's Visual Novel Choices plugin (LINK) where if I open any kind of menu from the choices and then close it, the choices text multiplies on the screen.
    HERE's what I mean. Not sure what is causing it, but it seems to always happen.

    I wonder if it's because of the event I put the choices in? I made it into a loop that only breaks if the start chapter or return to title screen choices are selected. This glitch stay on screen until I open the menu again even if another choice is selected.
    HERE is the mentioned part of the event.

    Any ideas?

    EDIT: Welp I figured out how to go around the problem, I just had to add a label before the show choices command and jump to it after I leave the menu. Still not sure why it did that though.
  11. Hey @Galv - I've been using this plugin for over a year and loving it, however, I recently switched to displaying the messages as bubbles above the NPC heads and...
    upload_2019-9-21_12-23-45.png

    I am actually using your bust plugin to stick the bust to the text window and it works perfectly, so I figured it would be pretty easy for you to make a tiny update to your Visual Novel Choices plugin to let it stick to the top or the bottom of the text box? You know, something like this:

    upload_2019-9-21_12-28-2.png

    Wouldn't this just make the world a better place? :)
  12. Hello there @Galv!

    First I want to say thank you for your work with all the plugins. I very much appreciate all the work that you doing!

    So I stack with a small problem. In my game, I want to change all the windows completely at one point in the game. The equation is if can it be done somehow in VNChoice? Maybe it can work like in your other plug-in Massage Background.
    I'm using MZ if it matters.


    I found the MZ page of that plug in sorry for the mistake haha
  13. Hey, sorry if Im annoying, its my second bug report

    I found out that when using Yanfly's Backlog and this plugin, if you try to use the variants of the choice image, like Im doing on the image, the text that goes into the Backlog has almost all the textcode used for the choice color hidden, it only does not hide the number or the "[]"

    It isnt the end of the world, but I wanted to report it, thanks for making the plugin!Captura de pantalla 2025-09-14 084455.pngv
  14. Sorry, if it was bad of me to ask it to be repaired, I should be more considerate

    I just feel that it could be ok if you changed the textcode to hide it

    It yanfly backlog seems to work perfectly with your Picture Choices plugin, so changing the text code to something similar could be the key to fix this
  15. Sorry, I haven't had time to look at this yet and do not know when I will.
  16. Galv said:
    Sorry, I haven't had time to look at this yet and do not know when I will.
    Its okay, I'm sorry for insisting D:

    I just wanted to report it, take all the time of the world, I'm sorry
  17. Kenode said:
    Hey Galv, are you still updating this plugin?

    I found it today, and I was trying it. The menu is beautiful, but when using it with AloeGuvner's conditional show choices the text loses the centering, like if the text from the conditional strings (<<s[1] == 0>> for example) was still there, but just made invisible. I know Aloe's plugin had that issue with the default interface in the first version, but he fixed it later on. However, when combined with your plugin, it seems like that issue happens just like in the first version of his plugin.

    Any chance you could make it compatible? It isn't a showstopper, since the engine still works with both plugins, but it feels very unpolished with the text being off-centered like that.
    The reason Aloe's plugin is so good is because:
    a) it's really powerful and easy to use, you can use any variable you want at the time of the choice block, without having to set up anything before calling it. It just gets set up right in the conditional choice block itself, no additional variables or switches required.
    b) its terms of service is more open than HIME's
    c) it includes both hiding and disabling within a single plugin, no need to add more than one

    Notably, this also seems to happen if using Yanfly's Extended Message Pack 1 to hide choices when having more than 6 choices: the centering goes a bit berserk as one of the choices gets taken out and shuffled up. It seems to affect choices arbitrarily (and if you pick the most affected one, another one gets affected).

    Additionally, if I put a colour in choice 1, then pick that choice (removing it), the colour code then appears on choice 2 instead.

    Hime's Choice plugins just explode my game (I have a suspicion they're not compatible with 1.6 and my other plugins), and ALOE's fights horribly with Yanfly Message Core and this to fly off centre (which is a shame, it is good). Eli's Choice Manager also has the same issue with this and Yanfly.

    I kind of need the removable choices from somewhere sadly, so for now I'm just living with this and YEP, though it's not ideal.
  18. Note for future people with the same problem as me. I've fixed the problems I outlined above with funky X positioning when VN choices is fighting with other text plugins.

    Find Window_ChoiceList.prototype.drawItem (usually 122 in my copy), and ENTIRELY REPLACE that function with the following:
    Code:
    Window_ChoiceList.prototype.drawItem = function(index) {
        if ($gameSystem.vnChoices) {
            var rect = this.itemRectForText(index);
            this.drawButton(index,rect.y);
            if (index === this._index) this.drawButton(index,rect.y,true);
            var offset = (this.lineHeight() - this.textHeight()) * 0.5;
            var text = this.commandName(index);
            this.drawTextEx(
                text,
                ((this.width - this.textWidthEx(text)) / 2) - this.standardPadding(),
                this.itemRectForText(index).y);
        } else {
            Galv.VNC.Window_ChoiceList_drawItem.call(this,index);
        };
    };

    I came to this by analysing several other text centralising plugins and a bit of trial and error, so crediting me is entirely optional.

    For me, it now works perfectly with Yanfly adding in extra choices and hiding choices, as well as Irina's smart color replace and Gimmer's Emotion Text~ all of which caused weird centering issues when combined with this before the fix. Not sure about any others but it should be fairly escape code proof now.