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[Solved!] Yanfly Message System - Namebox Alignment Issue [VX Ace]

Wow, that amazes me how you were able to just pick up on that error like that! Thank you so much! That fixed the issue entirely.

[Solved!] Yanfly Message System - Namebox Alignment Issue [VX Ace]

author=kory_toombs
Could you possibly put spaces before the actor's name so it will appear in the correct place. This doesn't solve the problem, but will make it look nice.


Yeah, I'm using that /nr segment. Thank you for the suggestion! But unfortunately, since the issue only occurs on the first message that appears when you boot up the game, I would have no way of knowing whether the player just loaded up a save file and this is the first text they are seeing in this session... or if they had already been playing prior to a message (and therefore the bug wouldn't be occurring, so adding a space in that instance would tab it too far over). It's a really specific condition that sets off the bug.

author=GreatRedSpirit
Weird, I can't replicate the issue. I have a project with only YF's message system for a script mod I did for somebody that tested \nr and it works fine when I talk to the NPC with it first or last.


Thank you for taking the time to help! I took a look at your demo and it led me to discover another specific condition that I forgot to mention. I am actually modifying the font size inside of my name box so that the name text looks smaller than the rest of the text. The name text is size 20 while the regular text is size 24. So my commands that are causing the issue are actually prefixed with:
\nr<\fz[20]Name>


It seems that it's the change in font size that is likely causing the issue then, because if I take out the line about the size change, it doesn't occur any more. Maybe it sets some sort of spacing for size 20 text, and then permanently switches that spacing amount once I switch over to 24? I tossed an NPC on the far right of your scene that demonstrates the issue.

Although it's not the most ideal solution, I suppose this means that if I modify my custom text box image and use the same size text all across the board, I can avoid the issue. But that would still mean going through every single line of dialogue and removing the text size change code... ugh. It would be neat if we could solve the actual problem, but since I have a viable workaround now, don't worry about it if you don't have the time to devote to researching it any further.

Thanks for your help guys, this is certainly progress!

[Solved!] Yanfly Message System - Namebox Alignment Issue [VX Ace]

Well there are two variables associated with Name_Window that caught my eye, but I can't seem to make any sense out of them.

NAME_WINDOW_X_BUFFER = -20     # Buffer x position of the name window.

NAME_WINDOW_PADDING = 20 # Padding added to the horizontal position.


Changing the window buffer doesn't seem to have any visible effects unless it is to a positive number, which then shifts it that many pixels to the right. Changing the window padding directly shifts the text - higher numbers move it to the left and lower move it right. However, changing either of these numbers doesn't change the fact that the first name box (if it starts with /nr) is shifted differently than the rest.

I don't really understand RGSS3 enough to know exactly what's going on behind the scenes, but I would guess it has something to do with the way the buffer or padding are being called. Here's a link to the script in question.

[Solved!] Yanfly Message System - Namebox Alignment Issue [VX Ace]

Hey guys, been using the Yanfly Ace Message System which is absolutely phenomenal! However, when testing my game I've been running into a very specific issue that I'm starting to believe is a bug in the script.

In the message system, the namebox can be drawn by prefixing your message with '\n'. If you change that to a '\nr' the box will be aligned on the right of the screen, which I use often since I have character portraits alternating on both sides. I've run into an odd issue however that every time the very first instance of the message box starts with a right alignment, the namebox shifts about 20 pixels or so to the left.

This ONLY occurs upon starting a new game or loading a save file, and IF the first message box drawn happens to have a namebox prefixed with 'nr'.

It's far from a game-breaking issue and it only occurs with a rather specific condition, but since players can load up save files at any time, I can't design around it unless I start every single dialogue with a left namebox alignment. It looks rather sloppy with my custom text box, so I'd like to figure out a way to fix this if possible. I reproduced the bug on a fresh project, so I know it is coming directly from this script. Just curious if anyone else has encountered this issue and if there is any kind of known workaround? Thanks!

Here are some screenshots to illustrate what I'm talking about:


[VX Ace] $game_map.events[x] and Event ID

Thank you Deltree! It works now! You were right about the leading zero throwing everything off. Weird that that's all it was, but I'm glad I don't have to keep track of all these different numbers in my head anymore. ...And this is why I generally stick to art and design instead of programming... such a minor detail can break your whole game! :p

(Also nice job deciphering the problem without being able to read the numbers in the brackets. I fixed it so if anyone ever has the same problem and stumbles upon this topic, they can see what I was trying to say.)

[VX Ace] $game_map.events[x] and Event ID

So I'm working on a little mission that involves NPCs firing projectiles. I have a a custom script on the bullet to better detect collision, so if the bullet enters the same space as the player, he takes damage. The script I'm calling (as a conditional branch) is:

 $game_player.x == $game_map.events[014].x and $game_player.y == $game_map.events[014].y

Now the weird thing is that game_map.events numbers that I have to use don't seem to make any logical sense! After a little trial and error, I figured out that if I used a # that was 2 higher than the actual event_id of the bullet event, it would work. So for Event ID:012, I put in this and it worked.
 $game_map.events[014]]
Weird, but I figured, maybe it reserves the first few for something else. No big deal.

However, after creating some other events on the map, I went to make another bullet. This one was Event ID:034... so based on my logic from earlier I should put this in right?
 $game_map.events[036]
Wrong! Using this triggers Event ID:030 on the other side of the map.
 $game_map.events[036]
And this one triggers Event ID:032.
 $game_map.events[040]
Better yet, this last one crashes the whole game! "Invalid octal digit."
 $game_map.events[039]

Anyone ever get wonky results like this? Is the Event ID:# at the top of the event window not the same as the event_id? Is there a reason these numbers seem to be jumping all over the place? Or am I experiencing some weird kind of bug? Thanks!

(Edited to add code brackets)

[2k3] -> [VX Ace] Message Display Options

Woo! It works! Thank you so much! Never would have guessed such a simple solution would fix the problem. I was going crazy wondering if I had just imagined doing that in 2k3.

These weird little hiccups aside, I'm really enjoying VX Ace so far. There seem to be a lot of cool new features.

[2k3] -> [VX Ace] Message Display Options

Hey guys, long time RPGMaker 2k3 user here who somewhat recently made the jump over to VX Ace. I've been searching around and I can't seem to find the equivalent of the 2k3 Message Display Options event command. Using this command in 2k3, there was a little check box that said "Allow Other Events to Continue While Message is Shown."
Given VX Ace's wealth of features, I'm sure there's some new way to achieve the same result, but I don't know where to look.

I'm trying to have an event (set to Autorun) show some text, turn on a switch, and then show more text. Another event (set to parallel process) will activate once the switch is on and continuously play a battle animation in the background while the Autorun event continues. Unfortunately it pauses the battle animation whenever the text box comes on screen (which wouldn't have happened using that checkbox in 2k3).

Anyone know the equivalent command that I would use?
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