http://www.himeworks.com/2013/03/30/scene-interpreter/
Here's a demo (200 KB) of the bug.
Instructions
Open it in RM, save the project to generate the required DLL's and config, then testplay.
When you're in game, open the item menu, select the potion, and then use it on one of your actors.
A choice window should pop-up asking you to choose an option. Move your cursor around and see what happens.
Bug description
So the problem here is that the scene interpreter basically does not follow the "usual" window workflow.
Whenever you navigate between windows in a scene, you typically deactivate one window and activate another. Some people may have run into the bug where two windows are active, and you can control the two windows simultaneously.
This is basically what's going on here: when you use an item, the scene interpreter will activate and show a choice window, but it doesn't deactivate the previous window, which is the item selection or actor selection window.
The bug is not limited to show choices. Anytime you create a window, you need to de-activate another, otherwise any input you send to the windows will be captured by every window.
Any ideas how this could be solved?
Show choices bug with the scene interpreter
● ARCHIVED · READ-ONLY
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I see what you're saying, but this doesn't happen in the RTP - it's happening because you've added extra scripts.
I admit the process of activating/deactivating windows leaves me confused sometimes (particularly when a scene begins and some windows seem to be active by default and others not).
I like what Ace has done with scenes - keeping them in a stack so you can push and pop them. Maybe something similar with active windows could be the answer? A way to have only the topmost window active. -
Yes, I think I mentioned that it is a bug with the scene interpreter.
In general, a window stack might not work as well as a scene stack.
For scenes, you can only really have one scene active at a time, but you could in theory want to have two windows active
But in this case, it would probably be ok to maintain a stack with the most recent window on the top.
I'm not sure if there are any valid cases where you want to activate multiple windows at a time... -
oh - sorry - I saw Scene Interpreter and still thought you meant the default one - Game_Interpreter (for some reason, even though it has nothing to do with windows and scenes).
That's what I get for reading the forums at 4am ... -
i build my phone menu script to compatible with your scene_interpreter script. ("scene" update while @interpreter.running?)
i don't know that solution can work with default script.