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JustRob
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[RM2K] Text cut off
author=Corfaisus
I've found RMText to work excellently when it comes to efficient character dialog imput, as I too have spent countless hours rewriting for the sake of making it fit in the box. You can choose between the 36 (I believe) characters that would fit in a message box with a faceset (it's actually 2 more) or the 50 without.
That's a handy tool thank you.
author=Cherry
Yes, RPG Maker 2009 Ultimate uses your existing RPG Maker as basis, including some of its problems.
Open your rpg2000.exe in Resource Hacker (google it), navigate to RCDATA->FORMEVCMD10110->0 and replace the content with this:
inherited FormEvCmd10110: TFormEvCmd10110
Caption = 'Message'
ClientHeight = 116
ClientWidth = 425
OldCreateOrder = True
OnCreate = FormCreate
OnShow = FormShow
PixelsPerInch = 96
TextHeight = 12
object TabControl1: TTabControl
Left = 8
Top = 8
Width = 409
Height = 69
TabOrder = 0
TabStop = False
object FixedMemo1: TFixedMemo
Left = 8
Top = 10
Width = 392
Height = 50
Cursor = crIBeam
Font.Charset = EASTEUROPE_CHARSET
Font.Color = clWindowText
Font.Height = -10
Font.Name = 'Lucida Console'
Font.Style = []
ParentFont = False
TabOrder = 0
OnChange = FixedMemo1Change
OnExit = FixedMemo1Exit
OnKeyDown = FixedMemo1KeyDown
OnMouseMove = FixedMemo1MouseMove
OnCancel = FixedMemo1Cancel
OnCtrlReturn = FixedMemo1CtrlReturn
end
object Line1: TOpaquePaintBox
Left = 238
Top = 12
Width = 1
Height = 50
Cursor = crIBeam
Opaque = True
Color = clAppWorkSpace
TabOrder = 1
OnMouseDown = LineMouseDown
OnPaint = LinePaint
end
object Line2: TOpaquePaintBox
Left = 310
Top = 12
Width = 1
Height = 50
Cursor = crIBeam
Opaque = True
Color = clBtnShadow
TabOrder = 2
OnMouseDown = LineMouseDown
OnPaint = LinePaint
end
end
object ButtonOk: TButton
Left = 136
Top = 84
Width = 89
Height = 25
Caption = 'OK'
Default = True
ModalResult = 1
TabOrder = 1
OnClick = ButtonOkClick
end
object ButtonCancel: TButton
Left = 232
Top = 84
Width = 89
Height = 25
Cancel = True
Caption = 'Cancel'
ModalResult = 2
TabOrder = 2
end
object ButtonHelp: TButton
Left = 328
Top = 84
Width = 89
Height = 25
Cancel = True
Caption = 'Help'
TabOrder = 3
OnClick = ButtonHelpClick
end
end
Then click "Compile Script" and save.
Whoa, nice. I didn't think it'd be so easy. And yeah I guess I should have figured that Rm2k9 doesn't change anything in the engine itself.
Regardless, problem solved, thanks guys =)
[RM2K] Text cut off
Sorry to have to make another topic, but this is really pissing me off and it takes so much time to check every time if the text isn't being cut off.
I use facesets in Rm2k, and when I enter text there are two gray vertical lines. I presume the one closest to the left is where text will be cut off when facesets are used, so I stayed perfectly behind it.
However, text is still being cut off. And every time I think I have everything right it turns out some word is being cut off somewhere.
Since my cutscenes are pretty damn long, having to replay it over and over again is starting to piss me off.
The question: Isn't there a patch or whatever that shows CORRECT vertical lines for text cut off so I don't have to quadruple check in-game?
Before you mention RPG Maker 2009 Ultimate, it has the exact same problem.
I use facesets in Rm2k, and when I enter text there are two gray vertical lines. I presume the one closest to the left is where text will be cut off when facesets are used, so I stayed perfectly behind it.
However, text is still being cut off. And every time I think I have everything right it turns out some word is being cut off somewhere.
Since my cutscenes are pretty damn long, having to replay it over and over again is starting to piss me off.
The question: Isn't there a patch or whatever that shows CORRECT vertical lines for text cut off so I don't have to quadruple check in-game?
Before you mention RPG Maker 2009 Ultimate, it has the exact same problem.
[RM2K3] DBS without battlers.
[RM2K3] DBS without battlers.
Because RMVX does not have the same charm that Rm2k/3 have, not to mention it comes with a horrible RTP, revolting tilesets that no self-respecting game designer can use without going insane, and a stupid interface.
Rm2k is what I first used when I was young and even though it's 10 years old it's still more attractive to me then RMVX. Sure in RMVX you can copy and paste scripts, but that doesn't automatically make a better game.
Anyway, can we get back on topic now
Rm2k is what I first used when I was young and even though it's 10 years old it's still more attractive to me then RMVX. Sure in RMVX you can copy and paste scripts, but that doesn't automatically make a better game.
Anyway, can we get back on topic now
[RM2K3] DBS without battlers.
For a few reasons. Overall, Rm2k3 has some nifty little features Rm2k lacks, such as battle events, selecting facing during teleports, also, the Rm2k3 editor generally has a higher resolution then Rm2k's. Not to mention it supports MP3 music and can play movies.
I just prefer Rm2k3 over Rm2k, but I don't want the battlechars.
I just prefer Rm2k3 over Rm2k, but I don't want the battlechars.
[RM2K3] DBS without battlers.
Hello,
For one of my Rm2k3 games I'm using Cherry's Rm2k-battle system patch. I thought this would solve all of my problems with Rm2k3's battle system, but not quite. It doesn't remove the battlers.
Now, what I want is this battlesystem without the battlechars. Removing the battlecharacters itself was not such a hard task, nor was removing the little cursors on the System2 set that indicate the battlechars in the battle screen when it is their turn.
However, there is one trace left of the battlechars. Whenever a monster hits any of my characters, the damage numbers pops up on the spot where otherwise my battlechars would be.
Is there even any way to remove this, or is it straight-up impossible?
For one of my Rm2k3 games I'm using Cherry's Rm2k-battle system patch. I thought this would solve all of my problems with Rm2k3's battle system, but not quite. It doesn't remove the battlers.
Now, what I want is this battlesystem without the battlechars. Removing the battlecharacters itself was not such a hard task, nor was removing the little cursors on the System2 set that indicate the battlechars in the battle screen when it is their turn.
However, there is one trace left of the battlechars. Whenever a monster hits any of my characters, the damage numbers pops up on the spot where otherwise my battlechars would be.
Is there even any way to remove this, or is it straight-up impossible?
[RM2K3] Manually track the order of party members
I've recreated the caterpillar system already from kentona's tutorial, I know how it works, I just don't see how I would fix this.
You're right, changing party members on the dot is probably not a priority, but how annoying would it be to suddenly stand still every time you press shift?
You're right, changing party members on the dot is probably not a priority, but how annoying would it be to suddenly stand still every time you press shift?
[RM2K3] Manually track the order of party members
But the thing is you can press shift even when you're walking. So if I do that, the caterpillar events could possibly stop functioning while moving around if the player presses shift at the same time.
[RM2K3] Manually track the order of party members
Wouldn't that require that I put events for every tile where I don't want them to pass? That will take a crapload of events to do that.













