Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: Shadonking on March 15, 2009, 07:54:55 am

Title: ccoa's ums problem
Post by: Shadonking on March 15, 2009, 07:54:55 am
ok i just got ccoa's ums and it seems really good but i have one problem.

im using a picture for the background for the text but the text isnt positioned correctly.

so i need to know how to move the position of the text.

screen shot of problem

Spoiler: ShowHide
(http://img95.imageshack.us/img95/4663/messageproblemy.png)


here is the script demo http://www.pcis-studios.com/ccoa/UMS.exe

Title: Re: ccoa's ums problem
Post by: Jackolas on March 15, 2009, 08:34:04 am
screen of problem and script can help a lot for us to fix the problem
Title: Re: ccoa's ums problem
Post by: Shadonking on March 15, 2009, 09:50:49 am
all i need is to move the position of the text. gave me a min i'll but them up if it helps
Title: Re: ccoa's ums problem
Post by: Jackolas on March 15, 2009, 11:11:36 am
in the UMC script..
line 2193
      self.contents.draw_text(6 + @x, line * @y, 40, 32, c)

change the 6
Title: Re: ccoa's ums problem
Post by: Shadonking on March 15, 2009, 11:34:59 am
ok thanks, i'll check it out later

EDIT: i didnt see any change, is the number ment to go up or down

Title: Re: ccoa's ums problem
Post by: Jackolas on March 15, 2009, 02:41:35 pm
up... well it worked for me
Title: Re: ccoa's ums problem
Post by: Shadonking on March 15, 2009, 03:11:07 pm
nope never worked for me. i even put it as 40 so i would def see the differance but nothing happened
Title: Re: ccoa's ums problem
Post by: Calintz on March 15, 2009, 03:53:30 pm
I love the windowskin!!
So the actual error itself isn't even the text alignment.

Your windowskin's border is exceeding 32 which is why it 'SEEMS' off. Truthfully, the text is dsplayed in the proper location. I think you may have to take into consideration, that if you alter the default X location of the text, then that means that the text will overflow out the other side of the window.

If you change the X, then you are going to have to be careful with how much text you place on each line of your message box.

**Anyway, let me take a look at the UMS, because I also use it. I am familiar with the script, so I will see if I can find the section that needs to be edited.
Title: Re: ccoa's ums problem
Post by: Landith on March 15, 2009, 03:55:42 pm
It's actually not a windowskin Cal, lol it's an image :P

It shouldn't be too hard to change the x of it...
Title: Re: ccoa's ums problem
Post by: Calintz on March 15, 2009, 03:58:06 pm
I see...
However, that doesn't change the problem. The text will still overflow if he isn't careful. Maybe not...

**I will go look now.
**I think I have the solution, hold on.

EDIT:
Okay chief...try this...
** This is what Jackolas told you to edit
Spoiler: ShowHide

# Draw text
    line = self.contents.text_size("dj").height
    if $game_system.shadowed_text
      old_color = self.contents.font.color.clone
      self.contents.font.color = $game_system.shadow_color     
      **self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)**
      self.contents.font.color = old_color
    end
    self.contents.draw_text(4 + @x, line * @y, 40, 32, c)


Instead, drop down after the end of the method, and change the '4' in the draw_text command on this line
Spoiler: ShowHide

# Draw text
    line = self.contents.text_size("dj").height
    if $game_system.shadowed_text
      old_color = self.contents.font.color.clone
      self.contents.font.color = $game_system.shadow_color     
      self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)
      self.contents.font.color = old_color
    end
    **self.contents.draw_text(4 + @x, line * @y, 40, 32, c)**


**Let me know if that works for you or not.
Title: Re: ccoa's ums problem
Post by: Shadonking on March 15, 2009, 04:33:04 pm
lol, i feel like a noob now, i cant seem to get it to work :^_^':


could you place the changes in the script then send it through sendspace or something.
Title: Re: ccoa's ums problem
Post by: Calintz on March 15, 2009, 04:53:36 pm
Hmm...My version of the UMS script is completely customized to fit my game and it's unique features.

You will have to send me 'your' script, which is probably the default version. I can then make the changes and send it back to you.
Title: Re: ccoa's ums problem
Post by: Shadonking on March 15, 2009, 05:29:02 pm
the demo of the version im using is in the first post
Title: Re: ccoa's ums problem
Post by: Calintz on March 15, 2009, 05:29:58 pm
Okay hold on...
How far over do you want it?

It's exactly like I had said earlier. Change the value of the 4.
Title: Re: ccoa's ums problem
Post by: Shadonking on March 15, 2009, 05:44:14 pm
ok, i'll try to look through it again tommorow.
Title: Re: ccoa's ums problem
Post by: Calintz on March 15, 2009, 05:49:14 pm
Well here...

Megaupload:
http://www.megaupload.com/?d=0LDOESW7
Sendspace:
http://www.sendspace.com/file/5ljk3o

**Here is a copy of the DEMO with the edit. I increased the x by 20, and if it isn't enough, or it's too much. You will have to change it yourself.
Title: Re: ccoa's ums problem
Post by: Shadonking on March 15, 2009, 06:19:32 pm
see now i def know i was doing it correctly becuse there is no difference with the text with what you gave me so i think one of my scripts some where is messing with it. it looks like i will have to find another way to fix it, even use a different picture. o well thanks for helping


Title: Re: ccoa's ums problem
Post by: Calintz on March 15, 2009, 06:57:20 pm
Well, just list all of the scripts that you are using in your game. Someone can tell you if something is causing the issue based on this factor.
Title: Re: ccoa's ums problem
Post by: Shadonking on March 16, 2009, 09:51:14 am
ok i use

Custom HUD
Blizz-abs
Tons of Addons
STCMS - Hybrid Edition
zeriabs quest book
ATES
MOG_Animated Title
Chaos Project Save Layout
Tax Script
Cheats Input Script
HoT DoT
Advanced Shop Status Window (put im thinking of changing it to a better looking shop scene)

and about 10 more ( only jokeingĀ  :haha: )

thats all my scripts


edit

anouther question how do you stop it from making the show chooses in a seperate box becuase it just looks really bad. i want it to be the defualt way
Title: Re: ccoa's ums problem
Post by: Calintz on March 16, 2009, 09:15:24 pm
I can't see anything in that list that should be preventing you from editing the message_x. Hmm...
I don't know what to tell you.

BTW:
To get the show choices command in the same box as the question, is a long and difficult process, Lol. It took me like 2hrs to configure everything perfectly for my game, and I have to make sure that I call a specific common event before choosing the show choices command, or it won't display right.

I suppose I can help you out, but it might be difficult for you to do.
Title: Re: ccoa's ums problem
Post by: Shadonking on March 17, 2009, 05:23:25 am
i might as well try, other wise is it wont look good.
Title: Re: ccoa's ums problem
Post by: Shadonking on March 19, 2009, 05:14:13 am
im thinking of just requesting a message system. this script is more trouble then its worth
Title: Re: ccoa's ums problem
Post by: Calintz on March 19, 2009, 07:19:26 pm
Lol, it sure can be. It wasn't created with organization in mind.
Title: Re: ccoa's ums problem
Post by: Tazero on March 19, 2009, 07:28:30 pm

Try to 'Center justify'
Title: Re: ccoa's ums problem
Post by: Shadonking on March 20, 2009, 06:47:28 am
that doesnt look write MK  but im haveing other issues with now so when i get time i'll post a request for a message system.
Title: Re: ccoa's ums problem
Post by: Calintz on March 20, 2009, 03:34:33 pm
Dude, send me your game.
Title: Re: ccoa's ums problem
Post by: Shadonking on March 20, 2009, 03:56:07 pm
why, im not getting errors with it i just dont like some of the features
Title: Re: ccoa's ums problem
Post by: Calintz on March 20, 2009, 04:02:23 pm
Because you said changing the x-coordinate didn't do anything. It should have.
Title: Re: ccoa's ums problem
Post by: Shadonking on March 20, 2009, 04:10:15 pm
ok i'll send a little demo in min