Going back to previous choices

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Started by PaperFace 8 posts View original ↗
  1. I'm a total beginner at RM VXAce. Been playing with it for a few weeks and Googling things to figure things out while I did so. Don't know if anyone has posted this question before but here it goes. 

    Basically I made use of the choices command which leads to either going to Potions, Items or Plans. 

    After selecting any of the following it would come out with another few choices the player can make.

    Example: Potions-> HP potion, Mana Potion, Hi-Potion, Back

                   Items-> Item A, Item B, Item C, Back

                   Plans-> Plan A, Plan B, Plan C, Back

    Now the real question. Is there a way for me without the use of scripting, to be able to go back to the previous choices that I had when I select the option back?

    I've been cracking my head for a solution and I just can't think of how to do it.
  2. Wouldent a 4th choice with a loop break and it all under a loop work for this?
  3. Sure, add a label right before you show the choices. Name it 'begin' (well, whatever you want, really). Then, at your 'back' choice, use the jump to label command and go to 'begin'. This will make it loop back up to where ever you put that label. Labels are very useful for jumping around in events and cutting out or skipping parts.
  4. EDIT: Looks like Celianna beat me to it while I was writing up my reply. Didn't get the little notification that said a new reply had been added.

    A loop break will end the event, unless it's an autorun or some sort of parallel process, but my guess would be that's not the case for this particular situation.

    What you can do, however, is just add a label (via the label command in the event commands, on page 1) before the show choice for potions/items/plans. Call it choices, let's say. Then, under each "back" section, just do the command "jump to label" (also on page 1 of event commands) and enter in whatever the name of your label is.

    So, something like this:

    oDI6kBz.png
  5. Mhmm... I  see~~~

    Thanks all for the contribution! Will try it out. But it seems like I will need a little restructuring for my command lists. It's pretty messy now. hahaha~~~

    I'll update y'all when I have succeeded! (=w=)/

    I need to chillax awhile. My brain just smoked up lol.
  6. I've never had good luck with Labels, even though they are theoretically designed for this kind of thing.  Loops are better for this kind of event.

    Here's the event code to use.  Notice that you only need to use one Loop - one fewer than the number of levels (2) to which you have nested questions and responses.  The important parts to notice are in bold green.

    Loop

    Message: What would you like to utilize?

    When "Potion"

    Message: Which potion?

    When "HP Potion"

    (Do whatever processing you want) ...

    (If you don't want the player to then automatically be asked "What would you like to utilize?" again, use a Break Loop)

    When "Mana Potion"

    (Follow structure from HP Potion)

    When "Hi-Potion"

    (Follow structure from HP Potion)

    When "Back"

    (Do NOTHING - not even a Break Loop)

    When "Items"

    (Repeat structure from Potions)

    When "Plans"

    (Repeat structure from Potions)

    When "Never Mind"

    Break Loop

    End Loop
  7. Hey y'all (=w=)/

    Once again thanks for the many help o(_ _)o

    I tried using labels. Seems good enough for me. Pretty easy to understand and use for a beginner like me. 

    Maybe i'll try out using Loop commands next time. I still can't figure out how it works. Yet. But soon enough I will probably be able to use those. Hahaha (#⌒∇⌒#)ゞ
  8. Labels made immediately before a choice branch command will make the message box before it (if any) disappear once the choices are displayed on the screen.

    Same happens even when putting comments before choice branch commands.

    I guess, it happens if any command is put between a message box command and a choice branch command.

    I have no idea why it happens, but it is annoying. >.>

    Zevia's example, for instance, will make the message box disappear (if present) in the game before the 'Show Choice: Potion, Items, Plans' command happens, just after the player pressed the confirm button on the previously displayed message.

    So if you really want to use label commands, and want to display some message at the same time when the choices are displayed, you need to put that label command before the message box command.

    Just a heads up, if you will ever wonder why are your message boxes disappearing when the next thing in line is a choice selection command.