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Funky Weapon and Armor Ideas

author=Avee
It's called Lady Gaga Armor.
Deadpool did it first...

EDIT: link

Funky Weapon and Armor Ideas

Meat Armor... You gotta add meat armor.

Sprite Templates

I'm sure 7andomhero is looking for non-RTP templates, which I can't help you with, sorry...

Show me your Hands!

My hands are like kentona's prexus, except that I'm more relaxed and I usually hold the pen closer to the tip.

I'm actually right-handed, but my webcam flips the pictures...

What's your New Year's resolution?

It's better to read the Death Note manga rather than the anime. It's just too annoying and the voice acting sucked for both japanese and english.

What's your New Year's resolution?

My new years resolution is to finish a game...

BCSairen2.png

The eyes looks crooked, and the nose is kinda strange.

JAOD Project Demo v1.0 (RM2k3)

You might want to read this, and also, welcome to the site.

http://rpgmaker.net/articles/235/

Box Appears on New Line

I doubt that there is a way to change the script box, seeing as how that is making the breaks, but this workaround is fine
I misread what you said, lol.

Thanks, GRS!

Box Appears on New Line

I'm using a script that displays a message window on the map. I edited it so that the window is smaller and shows only one line. I'm using it to show the time. I can't seem to find the direct location of the original script, but my edit is shown at the end of the post.

Pretty much, my problem is that it this script uses a script call to show new messages:
$map_text.add_text("Text Here.")

To be able to show variables on the message, I use
#{$game_variables[i]}
, but the thing is, the script box from the Event Commands are too small, so instead of this:
$map_text.add_text("#{$game_variables[2]}:0#{$game_variables[3]} AM")

I get this:
$map_text.add_text(" 

#{$game_variables[2]}:0#{$game_variables[3]}
AM")

And, when I playtest my game, each spot where there is a break, a square in appears, so if variable 2 = 10 and variable 3 = 40, the message will appear like this: □10:40 □AM

How will I be able to remove the squares? Here's my script edit.
#===========================================================================

#
# Sky's Text on Map Script
# Version 1.0
# May 9, 2010 Started
# May 9, 2010 Completed
#
#===========================================================================
#
# Features :
# Version 1.0 -
# - Basic adding of text and making the window appear
# - Ability to set the opacity in game.(Not needed normally)
#
#===========================================================================
#
# Credit
# Sky00Valentine :creator and editor
# Yami :for requesting script
# Link : [url]http://www.rpgmakervx.net/index.php?showtopic=28338[/url]
#
#===========================================================================
#
# Terms of Use
# ------------
#
# Crediting Rpgmakervx.net is the only thing I ask.
# However feel free to credit Sky00Valentine if you
# see fit.
#
#===========================================================================
#
# Future improvement
# ------------------
#
# - None I can think of
#
#===========================================================================
#
# Instructions & Installation
# ---------------------------
# -place under materials and under any other scripts that deal with pre
# installed Scenes
#
# -Edit the Game_Switch you want that opens the menu
#
# -Call Scripts
# ------------
# active button = (by default it is the A key, but it is always your
# games X Button.)
# 1. $map_text.add_text("text") will add text into the window
# no "" needed.
# 2. $map_text.disable(false) or $map_text.disable(true)
# if set to true the menu doesn't open and no text
# can be added to it.
# 3. $map_text.always(false) or $map_text.always(true)
# if set to true the menu is always open, unless
# you press the active button, then it is always
# closed and vice versa.
# 4. $map_text.visibility(num) the opacity of the menu
# however if the opacity is 0 it will not update
#
# -Other than that you should be fine.
#
#===========================================================================
#
# Compatibility
# -------------
# May have compatability issues with scripts that use Scene_Map, I am not
# saying that it will but it may. Before asking about it make sure you check
# to see if that is the case by making a project consisting of only this script
# and that said script.
#
#===========================================================================


module Sky
module Map_Text
Game_Switch = 4
end
end


#==========================================================================
# Do not edit anything below this. This script is pretty straight
# Forward and can work with just that one variable listed above.
# Any damage done to your system or project is completely on you, if
# you decide not to heed this warning.
#==========================================================================

class Map_Message < Window_Base
def initialize
super(0,365,200,50)
@normal = 0
@text = ""
@always = false
@disable = false
visibility(255)
end

def add_text(text)
unless disabled? or (self.visible == 0)
$game_switches[Sky::Map_Text::Game_Switch] = true
self.opacity = self.visible
self.contents_opacity = self.visible
self.contents.clear
@text = text
self.contents.draw_text(0,0,self.width,20,@text)
@width = 0
if not @width == @normal
@normal = @width
self.width = [300,@width + 33].max
self.contents.dispose
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.size = 20
reset
end
end
end

def reset
self.contents.clear
self.contents.draw_text(0,0,self.width,13,@text)
end

def disable(switch)
@disable = switch
if @disable
$game_switches[Sky::Map_Text::Game_Switch] = false
@always = false
end
end

def always(switch)
@always = switch
if @always
$game_switches[Sky::Map_Text::Game_Switch] = true
self.contents_opacity = visible
self.opacity = visible
@disable = false
end
end

def always?
return @always
end

def disabled?
return @disable
end

def visibility(num)
@num = num
end

def visible
return @num
end
end

class Scene_Title < Scene_Base
alias sky_command_new_game command_new_game
def command_new_game
sky_command_new_game
$map_text = Map_Message.new
$map_text.opacity = 0
end

def command_continue
if @continue_enabled
Sound.play_decision
$scene = Scene_File.new(false, true, false)
$map_text = Map_Message.new
$map_text.opacity = 0
else
Sound.play_buzzer
end
end
end

class Scene_Map < Scene_Base

def start
super
$game_map.refresh
@spriteset = Spriteset_Map.new
@message_window = Window_Message.new
end

def update
super
$game_map.interpreter.update # Update interpreter
$game_map.update # Update map
$game_player.update # Update player
$game_system.update # Update timer
@spriteset.update # Update sprite set
@message_window.update # Update message window
unless $game_message.visible # Unless displaying a message
update_transfer_player
update_encounter
update_call_menu
update_call_debug
update_scene_change
if Input.trigger?(Input::X) or (Input.press?(Input::X) and (not $map_text.always?))
unless $map_text.disabled?
unless $map_text.always?
$game_switches[Sky::Map_Text::Game_Switch] = true
$map_text.opacity = $map_text.visible
$map_text.contents_opacity = $map_text.visible
end
end
if $map_text.always?
if $game_switches[Sky::Map_Text::Game_Switch] == true
$game_switches[Sky::Map_Text::Game_Switch] = false
$map_text.opacity = 0
$map_text.contents_opacity = 0
elsif $game_switches[Sky::Map_Text::Game_Switch] == false
$game_switches[Sky::Map_Text::Game_Switch] = true
$map_text.opacity = $map_text.visible
$map_text.contents_opacity = $map_text.visible
end
end
end
unless $map_text.always?
if $game_switches[Sky::Map_Text::Game_Switch]
$map_text.opacity -= ($map_text.visible / 1500.0)
$map_text.contents_opacity -= ($map_text.visible / 1500.0)
if $map_text.opacity == 0
$game_switches[Sky::Map_Text::Game_Switch] = false
end
end
end
else
$map_text.contents_opacity = 0
$map_text.opacity = 0
end
end

def update_scene_change
return if $game_player.moving? # Is player moving?
case $game_temp.next_scene
when "battle"
call_battle
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "shop"
call_shop
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "name"
call_name
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "menu"
call_menu
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "save"
call_save
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "debug"
call_debug
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "gameover"
call_gameover
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "title"
call_title
$map_text.opacity = 0
$map_text.contents_opacity = 0
else
$game_temp.next_scene = nil
end
end
end