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[DynRPG]Text Plugin
I wish I'd taken up use of this plugin years ago, but even though most of the heavy lifting is already done the hard way, I can still make good use of this.
That said, I'm playing around with this plugin, figuring out how it works and all that, and I've noticed two curiosities. Neither of them are really a problem for me, but nevertheless.
The first is that the @write_text command will not show the final character in the text string unless the final character is a space or some form of punctuation.
So a command like {@write_text "Message", 0, 0, "Hello world", 85} only actually results in showing "Hello worl". However, if I make the string "Hello world " (with a redundant space at the end), "Hello world.", "Hello world,", "Hello world!", or "Hello world?", then it works just fine. However, if I use "@append_line", then it doesn't have this problem. It's not really a big deal, because I can add a space to the end of the string just fine, but it's odd. I wonder if perhaps it has something to do with the fact that I'm using a custom font, or perhaps it has something to do with the fact that I'm using Cherry's VarTextWidth patch?
The second curiosity is a little bit more of a big deal, potentially, for some people, but still isn't an issue for me. If I use "@append_line" several times, the game crashes. Depending on how long the lines are, the first five or six appends will work fine, but then the sixth or seventh will crash the game. When all of the lines (both the appends and the initial write) are all a single letter, it crashes on the seventh append, and when the lines are actually several words long (to about a half screen's width), then it crashes after the sixth append. Again, this isn't a problem for me, as I'll never need more than two uses of @append_line anyway, so it should be fine. But I could see this being a problem for some people, potentially, at some point. Every crash that I got save one gave the error of "Insufficient memory" (I have 16 gigs of DDR3 ram running at 1333mhz, and my Task Manager does not show any spike in memory use). There was one crash, however, that gave an error message of, "Access violation in module 'RPG_RT.exe' in with address 00489625 and offset A6A0BFB7 of type Write occured."
EDIT: I figured out what was causing the unusual crash (still don't know what's up with the "insufficient memory" crash, though). It was because I was using a pointer that equaled 0. I guess that you can't do that. That's okay for me, but again, I think some people might find that problematic, as \n{0} is quite useful. And with \n, it doesn't matter if I'm using a pointer or not, it will crash every time if the value is 0 (normally, \n{0} prints the name of the party leader, whoever that might be).
EDIT: Oh, also, if I try to specify a colour, the text is just always red, no matter what I set it to. Thankfully, again, this won't be a problem for me, as I don't think I'll need text displayed through this plugin that will be anything other than \c{0} (which is what shows if I don't specify a colour at all), but this might be problematic for some.
EDIT: So I figured out what was wrong with the colour problem. I needed to put commas between the optional parameters, even if they were completely empty. So I actually needed something like {@write_text "Message", 0, 0, "Hello world", , 0, 85}. So that one turned out to just be user error. My bad.
That said, I'm playing around with this plugin, figuring out how it works and all that, and I've noticed two curiosities. Neither of them are really a problem for me, but nevertheless.
The first is that the @write_text command will not show the final character in the text string unless the final character is a space or some form of punctuation.
So a command like {@write_text "Message", 0, 0, "Hello world", 85} only actually results in showing "Hello worl". However, if I make the string "Hello world " (with a redundant space at the end), "Hello world.", "Hello world,", "Hello world!", or "Hello world?", then it works just fine. However, if I use "@append_line", then it doesn't have this problem. It's not really a big deal, because I can add a space to the end of the string just fine, but it's odd. I wonder if perhaps it has something to do with the fact that I'm using a custom font, or perhaps it has something to do with the fact that I'm using Cherry's VarTextWidth patch?
The second curiosity is a little bit more of a big deal, potentially, for some people, but still isn't an issue for me. If I use "@append_line" several times, the game crashes. Depending on how long the lines are, the first five or six appends will work fine, but then the sixth or seventh will crash the game. When all of the lines (both the appends and the initial write) are all a single letter, it crashes on the seventh append, and when the lines are actually several words long (to about a half screen's width), then it crashes after the sixth append. Again, this isn't a problem for me, as I'll never need more than two uses of @append_line anyway, so it should be fine. But I could see this being a problem for some people, potentially, at some point. Every crash that I got save one gave the error of "Insufficient memory" (I have 16 gigs of DDR3 ram running at 1333mhz, and my Task Manager does not show any spike in memory use). There was one crash, however, that gave an error message of, "Access violation in module 'RPG_RT.exe' in with address 00489625 and offset A6A0BFB7 of type Write occured."
EDIT: I figured out what was causing the unusual crash (still don't know what's up with the "insufficient memory" crash, though). It was because I was using a pointer that equaled 0. I guess that you can't do that. That's okay for me, but again, I think some people might find that problematic, as \n{0} is quite useful. And with \n, it doesn't matter if I'm using a pointer or not, it will crash every time if the value is 0 (normally, \n{0} prints the name of the party leader, whoever that might be).
EDIT: So I figured out what was wrong with the colour problem. I needed to put commas between the optional parameters, even if they were completely empty. So I actually needed something like {@write_text "Message", 0, 0, "Hello world", , 0, 85}. So that one turned out to just be user error. My bad.
[RM2K3] Is there a patch or plugin that allows the determining of picture layer by variable value?
DynParams
Yeah, that's what I thought. Thanks for getting back to me though. o/ Either way, this plugin is still hella useful. It's already saved me a week's worth of extra work, just on day one.
DynParams
I'm presently going over the documentation for this plugin, and I'm quite certain that I'll be able to make good use of this — thank you very much for your hard work, by the way — but there's one ambitious function I'm wondering about.
Am I able to use this plugin to isolate and truncate individual elements of string values? For example, could I isolate the FIRST character in 'string A', append that to an otherwise empty 'string B', convert string B into a variable value based on which character has been appended to it, and then erase that initial character from 'string A'?
For example, if I had a message string (we'll call that 'string A') which consisted of "Cats are cute", could I isolate the first letter of that string and append it to some other empty string ('string B'), and then erase that first letter of 'string A', resulting in 'string A' now reading "ats are cute" and 'string B' now reading "C"? I know that appending strings is possible with this plugin, but is it possible to make the content of that... appention... is that a word?... be the isolated initial letter of another string while simultaneously erasing/truncating it from 'string A'? Would I then be able to convert 'string B' into a variable value based on its contained character, like '3'? The variable value conversion part isn't strictly necessary, but would just make my life slightly easier if it's possible.
EDIT: After having gone through all of the documentation, I'm guessing that the answer to my question is probably no, but just in case I missed something, or misunderstood something, or this potential was overlooked when composing the documentation, my question still stands.
Am I able to use this plugin to isolate and truncate individual elements of string values? For example, could I isolate the FIRST character in 'string A', append that to an otherwise empty 'string B', convert string B into a variable value based on which character has been appended to it, and then erase that initial character from 'string A'?
For example, if I had a message string (we'll call that 'string A') which consisted of "Cats are cute", could I isolate the first letter of that string and append it to some other empty string ('string B'), and then erase that first letter of 'string A', resulting in 'string A' now reading "ats are cute" and 'string B' now reading "C"? I know that appending strings is possible with this plugin, but is it possible to make the content of that... appention... is that a word?... be the isolated initial letter of another string while simultaneously erasing/truncating it from 'string A'? Would I then be able to convert 'string B' into a variable value based on its contained character, like '3'? The variable value conversion part isn't strictly necessary, but would just make my life slightly easier if it's possible.
EDIT: After having gone through all of the documentation, I'm guessing that the answer to my question is probably no, but just in case I missed something, or misunderstood something, or this potential was overlooked when composing the documentation, my question still stands.
[RM2K3] Is there a patch or plugin that allows one to redefine the expected pixel width of font characters?
As many of you probably know, there exist several different mods/patches/whatevers that will allow the user to, through various means, change the message font in RPG Tsukuru 2003. However, all of the means to do this of which I'm aware are not able to recognize when the font being used has different pixel width on any given character as compared to the original, pack-in fonts. Unfortunately, this results in characters overlapping each other if their width is greater than that of the original fonts.
So, for example, if the original font expects a certain character to be three pixels wide, but your font has that character as five pixels wide, then the last two columns of pixels that compose that character will be overlapped with the first two columns of pixels that compose the next character.
Is there any way to fix this? Is there a patch, or a plugin, or something of that sort that will allow you to specifically define the expected width of each individual character used by your font? It's still better than having no custom fonts at all, of course, but having to smush my font so that it will fit is certainly less than choice. If no such plugin or patch exists, would I possibly be able to trouble someone to make one? I don't care if it could potentially result in text that surpasses what would otherwise be the boundary of its printing space (like printing off the edge of the screen, or overlapping from one text window area to another). I can assume responsibility for manually ensuring that everything is tidy myself.
Edit, September 12, 2019: Cherry helped me out and created the plugin for me that I needed. So consider this matter solved. The plugin should be pending approval on the utilities section on this site as of the time of this writing. It's called VarTextWidthPatch, and it works beautifully. That man is truly an epic hero.
So, for example, if the original font expects a certain character to be three pixels wide, but your font has that character as five pixels wide, then the last two columns of pixels that compose that character will be overlapped with the first two columns of pixels that compose the next character.
Is there any way to fix this? Is there a patch, or a plugin, or something of that sort that will allow you to specifically define the expected width of each individual character used by your font? It's still better than having no custom fonts at all, of course, but having to smush my font so that it will fit is certainly less than choice. If no such plugin or patch exists, would I possibly be able to trouble someone to make one? I don't care if it could potentially result in text that surpasses what would otherwise be the boundary of its printing space (like printing off the edge of the screen, or overlapping from one text window area to another). I can assume responsibility for manually ensuring that everything is tidy myself.
Edit, September 12, 2019: Cherry helped me out and created the plugin for me that I needed. So consider this matter solved. The plugin should be pending approval on the utilities section on this site as of the time of this writing. It's called VarTextWidthPatch, and it works beautifully. That man is truly an epic hero.
[RM2K3] Is there a patch or plugin that allows the determining of picture layer by variable value?
@AubreyTheBard: Hey, thanks. This looks like it should do the trick. By the sounds of it, it would seem like I might also be able to use this to reference variables and switches in Conditional Branch commands by variable value too? Is that right? Something like, "if {switch with ID equal to value of (variable X)} is ON/OFF" or "if {variable with ID equal to value of (variable X)} is </=/>/whatever to Y"? That would be incredible if it can do that too. Either way, I'll definitely go through the documentation thoroughly, but if you tell me it can do that, I'll be quite psyched ahead of time. lol
@JosephSeraph: I do have a certain extent of reliance on extra-official features. I think I'm using something like five or six mods/patches/plugins/whatevers, and will probably be using one or two more eventually. But my goodness, the official RM2K3 really is shaping up to be an incredible platform that doesn't even NEED mods, eh? I'm really impressed by it. And I do OWN the legit version, so I don't feel so bad about using the pirated version all these years anymore. lol. I've been using 2k3 since pretty much day 1. In fact, I think since literal, actual day 1. xD
@JosephSeraph: I do have a certain extent of reliance on extra-official features. I think I'm using something like five or six mods/patches/plugins/whatevers, and will probably be using one or two more eventually. But my goodness, the official RM2K3 really is shaping up to be an incredible platform that doesn't even NEED mods, eh? I'm really impressed by it. And I do OWN the legit version, so I don't feel so bad about using the pirated version all these years anymore. lol. I've been using 2k3 since pretty much day 1. In fact, I think since literal, actual day 1. xD
[RM2K3] Is there a patch or plugin that allows the determining of picture layer by variable value?
I know that this feature was recently added in the official version, but I'm about seven years too late into my work to be jumping ship now, so I'm stuck with RPG Advocate's RPG Tsukuru 2003. Is there any way to add this functionality of variable-determined picture ID/layer on the unofficial platform? I've been wishing for years that I could do this, and now that the official platform has this functionality, I know that it's at least possible. I would KILL for this function. Does anyone know of a patch or plugin anywhere that can make this happen? And if there isn't one, is there any way I could convince someone to make one?
[RM2K3] I need a plugin (or something) that will stop "shift" from autocompleting the printing of dialogue messages
Oh, really? Shift only affects the text in test play? ::opens up .exe and tests:: Oh, snap! You're right! Wow! I've been using this platform for as long as it's existed, and I never realized this! xD Thank you so much for letting me know! You say "doesn't fix the issue", but no, it DOES fix the issue! Unless I'm expecting everyone to load the game up in the editor before playing it, this absolutely fixes the issue! This is a big load off my mind. Thank you very much! ¦D
[RM2K3] I need a plugin (or something) that will stop "shift" from autocompleting the printing of dialogue messages
I guess the title says it all. Can someone point me in the direction of a plugin (or something), perhaps for DynRPG, that will stop the "shift" key from autocompleting/intsacompleting dialogue messages in RPG Tsukuru 2003? And if it doesn't exist, could someone possibly make one?
inb4, "but why?" Because I've coded a voice beep system, and when you press shift to autocomplete the message, the beeps keep on going as though you didn't, and I can't seem to figure out anything that actually works to stop that from happening. I can get it to MOSTLY work, but it's inconsistent. But that's not the point. The point is... Well, see the title. lol.
Please and thank you.
inb4, "but why?" Because I've coded a voice beep system, and when you press shift to autocomplete the message, the beeps keep on going as though you didn't, and I can't seem to figure out anything that actually works to stop that from happening. I can get it to MOSTLY work, but it's inconsistent. But that's not the point. The point is... Well, see the title. lol.
Please and thank you.
[RM2K3] Extra ambitious: Changing the tile size from 16x16. What would it entail?
@Liberty: What do you mean by "2k3 on beef"? You make it sound like a sandwich. lol. Although I don't think that pixel movement would really solve the problem unless I used it in tandem with a parallax or picture-based backdrop. And yeah, I've already thought about doing that, and I'm sure I could pull it off, but it would be a constant pain in the ass, and a new pain in the ass with every new map. lol. Also, I really don't care about built-in battle systems. I really don't use them. I script my own battle and menu systems. I think that having a built-in battle system is nice for people who need that, but I look at them as a copout when I know I can do better.
@Dragon_Kamillo: I didn't know that MV's tiles were 48x48. That's actually pretty cool, and gives me another reason to want to buy it... Thanks for that tip. Your grammar was rather difficult to read, but I think I understood everything in the end. My only real complaint with MV (that I can think of) is that it's higher resolution. I'm just *so* used to working in 320x240 that the idea of making the jump to 640x480 just feels massively intimidating to me...
Also, it's really not the end of the world if I can't manage to change the tile size for 2k3. It's just something I would like to do and play around with. It's not something that I actually strictly need to do. But oh, boy, would it ever be nice. lol.
@Dragon_Kamillo: I didn't know that MV's tiles were 48x48. That's actually pretty cool, and gives me another reason to want to buy it... Thanks for that tip. Your grammar was rather difficult to read, but I think I understood everything in the end. My only real complaint with MV (that I can think of) is that it's higher resolution. I'm just *so* used to working in 320x240 that the idea of making the jump to 640x480 just feels massively intimidating to me...
Also, it's really not the end of the world if I can't manage to change the tile size for 2k3. It's just something I would like to do and play around with. It's not something that I actually strictly need to do. But oh, boy, would it ever be nice. lol.













