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Script Troubleshooting / Re: [RMMV] Problem with language on mobile
« Last post by Ally on April 19, 2018, 08:32:36 PM »
Yes, I tried to contact him for a long time (almost a month), but seems to have disappeared and no longer responds to anyone.
I'm sorry if I broke some of the regulation by creating this topic, but maybe I can find someone to help me solve the problem (I distributed the project in my region for a very big event, but now I'm having serious difficulties with this plugin) .
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Script Troubleshooting / Re: [RMMV] Problem with language on mobile
« Last post by KK20 on April 19, 2018, 08:24:00 PM »
Did you contact the author? I feel they would be more helpful than any of us (largely because everyone that's still active here doesn't do MV script support).
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Script Troubleshooting / [RMMV] Problem with language on mobile
« Last post by Ally on April 19, 2018, 08:15:59 PM »
Hei everyone,
i have a one problem with this plugin:
http://sumrndm.site/translation-engine/

The plugin work perfectly, but there's two thing...
1) The Plugin Command: [SetTranslation LANGUAGE]
In order to force a traslation
Doesn't work 😞
2) Building an .APK on the options menĂ¹ there's no language selection!

So force translation plugin command is the only way to create custom flags or whatever to change language...

PS: On desktop versions, i have 3 language instead 2 (Italian/English) on menu options i have: Italian English English.
English is repeated twice.
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Tutorial Database / Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Last post by KK20 on April 18, 2018, 07:57:39 PM »
Thanks for the QA, I must have been in a drunken stupor last night.
The DLL is fine by the way.

Reverted to 2.31 until I fix it.
EDIT: 2.32 is back up
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Tutorial Database / Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Last post by Kise on April 18, 2018, 12:47:14 PM »
Look like you uploaded wrong version, every script is outdated in XPA_2.32 and tilemap dll is smaller.
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Tutorial Database / Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Last post by KK20 on April 18, 2018, 08:12:49 AM »
Quick update to 2.32
  • Forgot to update XPA Tilemap's DLL from version 0.4, whoops :P (thanks tasuku13 for reporting this)
  • Input module's constants are now integers (as they are in XP) instead of symbols (as they are in VXA). You can still use XP's or VXA's way of handling input, like so
Code: [Select]
Input.trigger?(Input::C) # XP
Input.trigger?(:C)       # VXA
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Script Troubleshooting / Re: How do i get the Hidden RPG Maker XP Classes?
« Last post by Blizzard on April 16, 2018, 11:23:40 AM »
Aha, I see. Yeah, since XP supported viewports, I assumed this is how they were supposed to work ie. how they do work since it made sense. It's cleaner and more obvious this way.
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Script Troubleshooting / Re: How do i get the Hidden RPG Maker XP Classes?
« Last post by KK20 on April 16, 2018, 10:23:28 AM »
It does return something now if you try to access the window's viewport, yes. But the way the viewport is used is not how XP does it. I know that the way you implemented it was more so for convenience in positioning all the window's elements and not having to move all of them when--as an example--Window#x changes (as the top left corner of the window will always be at [0,0]; just only need to move the viewport).

IOW, your rewrite always creates a viewport the same size as the window. As such, the window is always in full view. You also cannot initialize the window to another viewport.
XP doesn't create a viewport unless explicitly initialized with one. And it behaves like any Sprite would (contents being clipped out if not contained fully in the viewport, etc.).

But default XP scripts never initializes any of the window sub-classes with a viewport. Hence, no one should be using the Window's viewport anyways. Only example I have seen so far is that online script whitespirits mentioned, where the author was drawing item description sprites to the Item Window's viewport, which were being clipped using XPA_Window (basically, there was no reason for the author to be initializing these sprites to the window's viewport).
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Script Troubleshooting / Re: How do i get the Hidden RPG Maker XP Classes?
« Last post by Blizzard on April 16, 2018, 10:02:28 AM »
Hm, didn't I make viewports work with windows after all? Eh, doesn't matter. Nobody uses it anyway. xD
Yes, I made sure to emulate the original behavior as precisely as possible. So I suggest you use my rewrite instead of Selwyn's.
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Script Troubleshooting / Re: How do i get the Hidden RPG Maker XP Classes?
« Last post by KK20 on April 15, 2018, 08:10:58 PM »
Hidden classes are exactly as they read: hidden. You don't have access to the underlying code-base for these classes. Any rewrites to these classes are the scripter's best interpretation of how the script works (usually) in pure Ruby. The Tilemap class, for example, is most likely largely written in C code since the amount of drawing it does is performance heavy.

btw Selwyn's Window class rewrite is not a perfect copy of Window. Blizzard's is nearly an exact replica where Viewports are not necessarily used correctly, but no one should be accessing a Window's viewport to begin with. Try using this windowskin and compare the two scripts

You should see the difference at the title screen, namely the cursor.

That script you linked from the ARC dev thread just grabs a list of the classes' methods and variables. Again, there's no actual source code because it's hidden. This was used mainly to get an idea of what they needed to implement their own version of the hidden classes.

For getting the fonts, it probably just uses the Windows' environment variables. For example, in Windows Explorer, typing %windir%\Fonts will bring you to the fonts folder. If the font isn't found, then RMXP just doesn't draw anything (I mean, there's nothing wrong with that). There isn't a way to manipulate the underlying code to look elsewhere for font files, so you have to use a script to get that done.
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