Sequencing UI in RMMV

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Started by MazeMaker 4 posts View original ↗
  1. Hello everyone.

    Currently I'm developing a plugin for stat distribution on level up. The flow of the UI is this:
    1. Show a standard Game_Message level up notification (Game_Actor.displayLevelUp)
    2. Operate the stat distribution scene
    3. After popping the scene, show another Game_Message about what skills were learned. (this is a system where skills are learned through raising stats)
    My problem is, I'm unfamiliar with how to properly sequence commands without running them through the interpreter. My current solution is some rather volatile callback patchwork:
    Code:
    Window_Message.prototype.terminateMessage = function() {
        term.call(this);
        if (this._onTerminate) {
            this._onTerminate.call();
            this._onTerminate = null;
        }
    }

    Can anyone point me in the right direction?
  2. If you're wanting to play the messages back to back, you can add a wait for input command with this line:

    Code:
    this.setWaitMode('message');

    It will also read the text code \^ and close the window if you have added that.
  3. Hi JGreene, thanks for your response.
    Since this sequence starts whenever Game_Actor.levelUp is called, I don't necessarily have access to the interpreter or the battle scene.
    Currently, my above callback method creates the proper functionality, but I'm wondering if there is a more stable solution.

    To get a better idea of what's going on, here's a video of the plugin in action from twitter. Sorry for the language difference.
  4. MazeMaker said:
    (this is a system where skills are learned through raising stats)
    Shadowrun!!