My guess is you could probably get away with making an additional method in the Game Interpreter class, but you will still require some ruby knowledge for the conditional branches and processing as well as to be able to call a dialog that has two button choices.
However, you may not really require an a full featured class/script to perform this, but definitely will need to use some Ruby knowledge. To add this feature you will definitely need at the very least some understanding of Ruby and RGSS to make this workable in the easiest way possible. I have to agree with karakuroness on this one. If you're willing to really explore it, and feel it is a game-breaking feature of your game, then you will probably have to create a patchwork of several scripts together. There probably is a way to "graphically cheat" (your method in your post), but it might be even more complex and hard to pull off. I don't use this dialog for actual game play so much as just debugging. I don't guarantee this solution is 100% safe for your game, but I have used it with very little ill effect to my game. If you want a Yes/No dialog with further conditions you'd probably have to study up on ruby. This solution only yields a box with your text and an "OK" button. Please forgive the blur I added to the title of the dialog, in the interest of privacy, I'd rather not share the title of my games on any forum for the time being. Using the script feature in an event, type in the following: I think you might have to change to a different mouse script so as to be user friendly to players.
If you're using falcao's mouse script, you might have some difficulty as it doesn't "play well" with the code that I put in below, the mouse cursor tends to "vanish", or freeze up when the dialog appears, but you can still hit enter to get the to work. There is a way to get this to work.but your game might require a mouse script to make the window clickable. Two posts in one day.I'm usually not this chatty, but I find it interesting that someone voiced a concern similar to mine.
I'll upload the project file if that is necessary, too.
Do I need to rework my approach, or what? This is a mystery to me, so all help is appreciated. I've tried to create two "button" events, one for yes, the other for no, re-positioned where the yes-no buttons are on the graphic itself, but that's just not working. īut where I'm tripped up: I want the player to be able to click "Yes" or "No," and depending on the response, another error message will pop up. As long as I tell the event to "wait" for a period of time, the player cannot move and the screen remains frozen - as if it were a real error, of course. I've plugged in Mouse System buttons 2.5 script and made some minor tweaks, so that the mouse-functionality only occurs once the pop-up error message appears, and goes away when the pop-up goes away. In the RPG game, I use an event to call it in like a picture graphic. What I've done so far: I used the atom smasher fake error message generator to make my own PNG file of an error message. But it's proving to be tricky in RPG Maker VX Ace.
For my game, I'd like to incorporate fake error messages that pop up randomly in the game, in the vein of other pixelated horror games such as I See You and Imscared.