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[RMVX ACE] Question about Message Window position
Hello, hi!
I've got a fairly specific question, so bear with me.
Is there a place in the Script Editor that defines the Bottom, Middle, and Top screen positions for the message window? I'm using Show Picture to put a border around the screen, which causes any messages set to Top or Bottom to overlap with the border.
Once I'm pointed in the right place, I could probably write the script myself. However, if it requires a script call, I may need a little help...
If you need anything clarified, just ask.
Thanks for reading!
I've got a fairly specific question, so bear with me.
Is there a place in the Script Editor that defines the Bottom, Middle, and Top screen positions for the message window? I'm using Show Picture to put a border around the screen, which causes any messages set to Top or Bottom to overlap with the border.
Once I'm pointed in the right place, I could probably write the script myself. However, if it requires a script call, I may need a little help...
If you need anything clarified, just ask.
Thanks for reading!
[RMVX ACE] Randomized battle vocab?
Hey there! I'd like to change the battle messages housed in Script Editor > Vocab to pull from a list of possible messages to display at random, instead of displaying the same message every time.
Currently, whenever you miss an enemy, it displays the message "Missed! (Enemy name) took no damage!" due to this bit of code:
EnemyNoHit = "Missed! %s took no damage!"
What I'm looking for is something more like this:
EnemyNoHit = ("Message A!", or "Message B!", or "Message C!")
I'm just not sure how to write it out properly. Hopefully you guys'll know what I mean, but feel free to ask for clarification. Thanks for reading!
Currently, whenever you miss an enemy, it displays the message "Missed! (Enemy name) took no damage!" due to this bit of code:
EnemyNoHit = "Missed! %s took no damage!"
What I'm looking for is something more like this:
EnemyNoHit = ("Message A!", or "Message B!", or "Message C!")
I'm just not sure how to write it out properly. Hopefully you guys'll know what I mean, but feel free to ask for clarification. Thanks for reading!
[RMVX ACE] How to change the position of menu text in Luna Engine?
Hopefully this will be a simple enough issue to fix. I'm using Luna Engine, and the vanilla Luna Engine Command Window and Item List look like this:
http://rpgmaker.net/media/content/users/51426/locker/menu_woes_1.bmp
Notice how the icon and text placement are slightly different? It doesn't look too bad in the default windowskin I'm using for this example, but with my custom windowskin and font, it looks terrible. I was hoping someone could point me to where I can align the Command Menu text to match the Item Menu's text. My game doesn't use icons; I just want the text to be in the exact vertical center of the selection area, like in the Item Menu.
If I was a little vague about anything important, just ask and I'll gladly clarify! Thanks for hearing me out!!
http://rpgmaker.net/media/content/users/51426/locker/menu_woes_1.bmp
Notice how the icon and text placement are slightly different? It doesn't look too bad in the default windowskin I'm using for this example, but with my custom windowskin and font, it looks terrible. I was hoping someone could point me to where I can align the Command Menu text to match the Item Menu's text. My game doesn't use icons; I just want the text to be in the exact vertical center of the selection area, like in the Item Menu.
If I was a little vague about anything important, just ask and I'll gladly clarify! Thanks for hearing me out!!
[RMVX ACE] Strange problem with Window_Base, please help!
As the title suggests, I'm having a really strange problem with the Window_Base script. I know for a fact that Window_Base is the sole cause of the issue, because I was able to recreate the problem in a completely new, untouched project after copying over my project's version of Window_Base.
What I mean by "my project's version of Window_Base" is that I've altered a few X and Y values to better suit how I want my game's menus to look. And therein lies the problem. You'll see what I mean.
I was able to isolate the exact line of code causing the problem.
#--------------------------------------------------------------------------
# * Draw Item Name
# enabled : Enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, item.name)
Specifically, I edited the "draw_text" line to (x + 40, y - 6). I did this because it aligns the text in my Command Menu exactly the way I want it. It looks like this:
http://i.imgur.com/JoyyLNY.png
However, in changing the draw_text line to (x + 40, y - 6), it ends up doing this to my Item List:
http://i.imgur.com/jpaS6p8.png
It's 20 pixels too far to the right, and 6 pixels too high. So, when I try changing draw_text to correct the Item List, it ends up doing this to my Command Menu:
http://i.imgur.com/8aPHtJh.png
It's like some kind of tug of war. Draw_text's values accounts for both menus, and correcting one means ruining the other.
Perhaps someone knows a way to change the X Y alignment of one of these menus while leaving the other unaltered, possibly through editing Window_Command and Window_ItemList individually, instead of Window_Base.
I should probably mention that I'm using Luna Engine!
If I left any useful information out, just ask! Anyways, thanks for hearing me out!!
What I mean by "my project's version of Window_Base" is that I've altered a few X and Y values to better suit how I want my game's menus to look. And therein lies the problem. You'll see what I mean.
I was able to isolate the exact line of code causing the problem.
#--------------------------------------------------------------------------
# * Draw Item Name
# enabled : Enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, item.name)
Specifically, I edited the "draw_text" line to (x + 40, y - 6). I did this because it aligns the text in my Command Menu exactly the way I want it. It looks like this:
http://i.imgur.com/JoyyLNY.png
However, in changing the draw_text line to (x + 40, y - 6), it ends up doing this to my Item List:
http://i.imgur.com/jpaS6p8.png
It's 20 pixels too far to the right, and 6 pixels too high. So, when I try changing draw_text to correct the Item List, it ends up doing this to my Command Menu:
http://i.imgur.com/8aPHtJh.png
It's like some kind of tug of war. Draw_text's values accounts for both menus, and correcting one means ruining the other.
Perhaps someone knows a way to change the X Y alignment of one of these menus while leaving the other unaltered, possibly through editing Window_Command and Window_ItemList individually, instead of Window_Base.
I should probably mention that I'm using Luna Engine!
If I left any useful information out, just ask! Anyways, thanks for hearing me out!!
[RMXP] Can I terminate message windows via an event command?
Looks like I have yet another oddly specific problem! I think I'm on a roll!!
My game features a unique menu that shows a summary of your character's name and stats upon pressing a button. The current button I have set to open the menu is Shift. However, because the event that opens the menu also displays a message window, I have to press a different button to close the menu than I used to open it. This feels very clunky and unintuitive.
Is there a way to set a conditional branch to check for when Shift is being pressed and, when it is, terminate the message window? I'm using Ccoa's UMS 1.8, if that helps!
Thanks!!
EDIT: Oh, wait! I may have just thought of a solution! Is there an event command that "pushes a button"? Because, if so, I could just make it so that whenever Shift is pressed, it also presses the button that closes message windows!
My game features a unique menu that shows a summary of your character's name and stats upon pressing a button. The current button I have set to open the menu is Shift. However, because the event that opens the menu also displays a message window, I have to press a different button to close the menu than I used to open it. This feels very clunky and unintuitive.
Is there a way to set a conditional branch to check for when Shift is being pressed and, when it is, terminate the message window? I'm using Ccoa's UMS 1.8, if that helps!
Thanks!!
EDIT: Oh, wait! I may have just thought of a solution! Is there an event command that "pushes a button"? Because, if so, I could just make it so that whenever Shift is pressed, it also presses the button that closes message windows!
[RMXP] How to make a basic custom Main Menu?
@LockeZ:
I've been testing your method out and it works great! The only problem with it is that the player has the freedom to press Shift (the button I set it to) at any time to trigger the event, including while they're in the middle of dialogue with an NPC. This causes the Show Picture portion of the event to trigger, while the accompanying message has to wait until the current message ends.
Is there another "If" clause I can use that only allows the player to trigger the event if no other dialogue is on-screen?
EDIT: ...WAIT! I can just use variables, can't I? Hah! Finally starting to figure this mess out.
Thanks again, by the way! This is the second time you've helped me out of a jam!
I've been testing your method out and it works great! The only problem with it is that the player has the freedom to press Shift (the button I set it to) at any time to trigger the event, including while they're in the middle of dialogue with an NPC. This causes the Show Picture portion of the event to trigger, while the accompanying message has to wait until the current message ends.
Is there another "If" clause I can use that only allows the player to trigger the event if no other dialogue is on-screen?
EDIT: ...WAIT! I can just use variables, can't I? Hah! Finally starting to figure this mess out.
Thanks again, by the way! This is the second time you've helped me out of a jam!
[RMXP] How to make a basic custom Main Menu?
I apologize in advance, as this might be somewhat of a broad question!
To get right to it, I would like to make a very simple custom menu for my game. Specifically, a new Main Menu. (Not the Title Menu.) Ideally, I would like the menu to only take up a portion of the screen and leave the remaining play area still visible, rather than filling the entire screen.
My game only features a single character, and will not include items, equipable gear, or even skills. The menu doesn't even need to offer a way to quit or load your game, as those functions will be handled elsewhere. The only things I need this menu to display are:
1) The main character's name
2) The main character's class
3) The main character's stats
So, I suppose the real meat of the question here is... is there a way to have the player press a button and call up a window of a specified width, height, and coordinates, and have it display the information I listed? Can the default main menu be customized to this extent, or would this menu functionally just be a fancy message window? (Which I would be cool with!)
If at all possible, I'd like to avoid using a user-made script, as I wouldn't need all the features something like that might offer. But, if there's no way around it, that's fine too.
Again, sorry if the question is a little broad, or if I didn't provide enough information. If I wasn't clear enough about something, just ask and I'll gladly specify!
Thanks!!
To get right to it, I would like to make a very simple custom menu for my game. Specifically, a new Main Menu. (Not the Title Menu.) Ideally, I would like the menu to only take up a portion of the screen and leave the remaining play area still visible, rather than filling the entire screen.
My game only features a single character, and will not include items, equipable gear, or even skills. The menu doesn't even need to offer a way to quit or load your game, as those functions will be handled elsewhere. The only things I need this menu to display are:
1) The main character's name
2) The main character's class
3) The main character's stats
So, I suppose the real meat of the question here is... is there a way to have the player press a button and call up a window of a specified width, height, and coordinates, and have it display the information I listed? Can the default main menu be customized to this extent, or would this menu functionally just be a fancy message window? (Which I would be cool with!)
If at all possible, I'd like to avoid using a user-made script, as I wouldn't need all the features something like that might offer. But, if there's no way around it, that's fine too.
Again, sorry if the question is a little broad, or if I didn't provide enough information. If I wasn't clear enough about something, just ask and I'll gladly specify!
Thanks!!
[RMXP] How do I change Event Pages without using Self Switches?
[RMXP] How do I change Event Pages without using Self Switches?
Sorry about the confusion! I really should have given an example of what I'm going for.
I'm making a sign that that has the possibility of saying up to 20 different messages, but, once the variable decides what it will say the first time, that's the only thing it will ever say. If that... makes sense.
I'll go give your suggestion a try!
EDIT: Awesome! Everything went off without a hitch! Thanks a ton!!
I'm making a sign that that has the possibility of saying up to 20 different messages, but, once the variable decides what it will say the first time, that's the only thing it will ever say. If that... makes sense.
I'll go give your suggestion a try!
EDIT: Awesome! Everything went off without a hitch! Thanks a ton!!
[RMXP] How do I change Event Pages without using Self Switches?
@Liberty:
But therein lies the problem. I would like the NPC to say the say the same thing each time they are interacted with, not something new each time!
I need some way to avoid generating a new number each time the NPC is spoken to.
At any rate, would you happen to know how to switch between Event Pages?
But therein lies the problem. I would like the NPC to say the say the same thing each time they are interacted with, not something new each time!
I need some way to avoid generating a new number each time the NPC is spoken to.
At any rate, would you happen to know how to switch between Event Pages?













