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Messages - Jereth

1
Quote from: Blizzard on January 05, 2016, 04:13:35 am
He is most likely using a script that overrides his change.

Last question, what should I be more embarrassed about:

  • The fact that I didn't check for that in the first hour


-or-

  • the fact that I actually wrote the script overriding it to add new subs months ago.

2
Troubleshooting / Help / Re: Event Scripting Window
January 05, 2016, 09:13:22 am
Quote from: KK20 on January 05, 2016, 03:17:35 am
This will modify the first event (i.e. EV001) on the MAPID of your choosing. In the example above, I created a blank second map with one event in it. Put in your script call string, making sure you have double quotes at the start and end. Place this script anywhere above Main in your project. Run the project and a message window should pop up. Close and reopen the game and look at your event.


That was just an example of 38+ character usage I know of, I had already dealt with the problem with that with an alias, but thanks for taking the time to type out a solution ;)
3
Welcome! / Re: Hi there, big fan
January 04, 2016, 07:07:51 pm
Quote from: Zexion on January 04, 2016, 09:29:11 am
:???:
Oops i clicked that on accident, but holyshit my favorite saying "???" is an emote ???
Sorry I'm late, but hello. Welcome to the best forum on the internet :P

I've finished the internet and I must say, it's in the running.
4
Quote from: Zexion on January 04, 2016, 09:25:21 am
Honestly i would just stick that same code into the refresh method >.> might not be the cool way to do it but it should work

I'm really enjoying the fact that when I come back here the advice you guys give is exactly what I tried before coming back and seeing if anyone had an idea lol.
Quote from: KK20 on January 04, 2016, 11:56:11 am
Actually, forget modifying initialize and only modify refresh.

A new instance of Window_Message is only created at the start of Scene_Map or Scene_Battle, thus your initialize method will only be called ONCE per scene. It won't be until you, say, open the menu then close it to see your font change. Moving your code to refresh will help as this method is called every time you are displaying the message window.

Also, you don't need to do '002' for character IDs, or anything in the database for that matter. Just a simiple '2' is enough as the prior zeroes are ignored.

I interchange '002' and '2' format. I'm really used to using 3 digit format in code to create alignment in arrays or console outputs so I just tend to do it automatically.
The only location was was able to get this to work was within the super of "update", for some reason refresh will only change the actual text but not the format. But at least talking about it gave me new thoughts.

So to close off, I did get it to work and the only place it would was in update, I placed it directly above the @fade_in check.

Thanks for bouncing ideas, folks.
5
Troubleshooting / Help / Re: Event Scripting Window
January 04, 2016, 06:52:53 pm
Sadly, I expected it to be as intended. I have been using a lot of shortening, mainly for text strings. The main reason I decided to ask about it was Easy Party Switcher by Blizzard. In his demo he has events scripts easily exceeding 37 characters. For example.
Spoiler: ShowHide
$game_actors[3].disabled_for_party = true
$game_actors[5].disabled_for_party = true
$game_actors[6].disabled_for_party = true
$game_actors[7].disabled_for_party = true
$game_actors[8].disabled_for_party = true

So either older versions supported it, there's a trick around it, the dialog menu was modified by a resource editor, or it was an older hacked version of RMXP. So if anyone knows how it's done, that would be a great piece of advice.
6
Troubleshooting / Help / Event Scripting Window
January 04, 2016, 04:41:55 am
This has been driving me nuts for about 3 months and I've googled the crap out of it. I'm not sure if this is a Windows 7 issue or just a thing now. I'm running RPGXP 1.05a and for some reason the scripting window that pops up in the events database has a hard limit of 37 characters per line before it carriage returns. I have tried:

  • copy/pasting from notepad.

  • copy/pasting from the main script editor.

  • Deleting he carriage return. This just results in another being made at the next space.

  • I've pasted in scripts from other projects fine, but when I edit the it carriage returns at 37 characters.


What I've had to do is modify main scripts to shorten the lines I use in event scripts.
Searching google and forums has produced no results so I'd figure I'd ask while I had this forum open.
7
Thanks for the replies.
Quote from: KK20 on January 04, 2016, 02:53:49 am
Happens to be $game_map.map_id that you want to use.
Also would suggest using a "case" rather than a series of if-else's.

Yep, while I was waiting I was doing close to the same thing in Scene_Map and figured out the whole $game_map.map_id instead of @map_id. Still though, at the end of the day the fonts simply won't change.
class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # ● Object Initialization
  #--------------------------------------------------------------------------
  def initialize
     super(80+64, 356, 580, 198)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("001-Blue01")
   
    #Check For Alternate Maps
    case $game_map.map_id
    when 5
      self.contents.font.name = "Small Sana"
      self.contents.font.size = 28
    when 6
      self.contents.font.name = "Curley Font"
      self.contents.font.size = 16
    else
      self.contents.font.name = "Monotype Corsiva"
      self.contents.font.size = 22
    end

The change here is now it always uses the first font instead of the last whichever font is loaded first, eg; if I start the game on map 6 it uses that font everywhere. It's just mildly frustrating because I use several fonts all over menus and combat depending on what actor is in what position in the party, yet this is a problem I've been coming back to once a week for 2 months. This for example took 2 minutes and worked first shot and it's almost identical.
Spoiler: ShowHide
    case $game_map.map_id
    when 5
      if $game_party.actors[0].id == 002 #Am I Cha2 in Slot #0?
        Information.show("\N[2] Affinity Boost.")
        $game_actors[002].add_state(50)
      end
    when 6
      if $game_party.actors[0].id == 003 #Am I Cha3 in Slot #0?
        Information.show("\N[3] Affinity Boost.")
        $game_actors[003].add_state(51)
      end
    else
      $game_actors[002].remove_state(50)
      $game_actors[003].remove_state(51)
    end

Anywho, I'll keep pecking at it. Thanks again.
8
Script Troubleshooting / Problem changin fonts in game.
January 04, 2016, 01:07:38 am
I know fonts have been an issue for a while, so I figured I'd ask this here and move on to something else. On some maps I'm trying to change the font during messages. The image changes take no problem, but it's just the font that won't change. this is a direct edit to Window_Message:
class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # ● Object Initialization
  #--------------------------------------------------------------------------
  def initialize
     super(80+64, 356, 580, 198)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("001-Blue01")
   
    #Check For Alternate Maps
    if @map_id == 5
      self.contents.font.name = "Small Sana"
      self.contents.font.size = 28
    elsif @map_id == 6
      self.contents.font.name = "Curley Font"
      self.contents.font.size = 16
    else
      self.contents.font.name = "Monotype Corsiva"
      self.contents.font.size = 22
    end
   
    self.visible = false
    self.z = 9998
    @fade_in = false
    @fade_out = false
    @contents_showing = false
    @cursor_width = 0
    self.active = false
    self.index = -1
  end


I know for a fact that the font names are correct. What ever one I place in the else case is the font the systems uses for all messages regardless of which map I'm on. I also know "if @map_id == X" works as I'm using it as a conditional in an event for altering the frame of the message window. Can anyone see what I'm doing wrong here or if the font change should be put else where?
9
Welcome! / Hi there, big fan
January 03, 2016, 11:42:50 pm
Hello peoples. Long time visitor but I finally decided to join up. I'm an RMXP user and really only dabbled in RGSS for a while (my focus was C+ and Java) but I've really delved into it over the past year or so. Thanks to scripts by people like Blizzard, MoonPearl, and Ryex I've been able to reverse engineer some larger scripts and learn how to build others from scratch.

Since I find myself here a lot now, I figured rather than being anti-social I should ask any questions I have to the community who basically taught me and hopefully bring a new perspective to problems in the the future. So, thanks for having  nice community to join.