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Slipknot Advance Message system 3.0

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***
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Level 90
Slipknot Advance Message System 3.0

NEW:
 - SDK compatibility.
    I think, is now compatible with SDK (you can remove it).
 - Deleted some code.
     Some things of the last version can be smaller.
 - Hexadecimal color.
    Some people request it, works like in the Dubealex script.
 - Another fix to the cursor width.
    I found a new way to manage it.
 - Advance Cursor Width
    Is based in the current choice width.
 - Fixed input number window.
    The back window's width now can't be smaller than the input number's width.

SCREENSHOTS:


DEMO:
http://www.megaupload.com/?d=URDCGPX3


SCRIPT
[code]#==============================================================================
# ** Slipknot Advance Message System
#------------------------------------------------------------------------------
# Slipknot
# 3.0
# 02.23.06
#------------------------------------------------------------------------------
=begin
  Thanks to:
   - Dubealex, for some of the features.
   - Phylomorphis, for the hexadecimal color.
=end
#==============================================================================

#--------------------------------------------------------------------------
# SDK log
#--------------------------------------------------------------------------
SDK.log('Slipknot Advance Message System', 'Slipknot', '3.0', '02.23.06')
#--------------------------------------------------------------------------

#--------------------------------------------------------------------------
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.state 'Slipknot Advance Message System'
#--------------------------------------------------------------------------

module Message_Settings
  #--------------------------------------------------------------------------
  #

******
Rep:
Level 91
just 1 thing to say!
the life is for losers XD

hats off, great script
holy shit my sig was big!

**
Rep: +0/-0Level 88
Hello
Hey man, great script you have there, just one question, what do i do to display a characters name?

**
Rep: +0/-0Level 88
Hello
Great:
Code: [Select]
???? 'Slipknot Advance Message System script' 18 name error
unitialized constant SDK

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
*sigh*

Just remove these bits -

Code: [Select]
#--------------------------------------------------------------------------
# SDK log
#--------------------------------------------------------------------------
SDK.log('Slipknot Advance Message System', 'Slipknot', '3.0', '02.23.06')
#--------------------------------------------------------------------------

#--------------------------------------------------------------------------
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.state 'Slipknot Advance Message System'
#--------------------------------------------------------------------------

and

Code: [Select]
#--------------------------------------------------------------------------
# End SDK Enabled Test
#--------------------------------------------------------------------------
end
#--------------------------------------------------------------------------

I really support the SDK, but sadly this has to be done half the time because not many do.
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

**
Rep: +0/-0Level 88
Hello
Thanks, how do i display the character name again? *puppy eyes*

**
Rep: +0/-0Level 88
Hello
wtf? The messages doen't display anymore  : ???

****
Rep:
Level 89
What will that crazy ape do next?
ok now this might be a really n00b question, but how do i work this code once it's inserted?  sorry, this one doesnt come with the clear cut instructions all the other code has.
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

****
Rep:
Level 89
What will that crazy ape do next?
i'm really confused, it works fine in the demo, then if i copy and paste it from the demo into my code it doesnt work. can anyone explain this?
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero
Do you have SDK? I'm assuming you don't, because that is likely the cause of this error.

Code: [Select]
#--------------------------------------------------------------------------
# SDK log
#--------------------------------------------------------------------------
SDK.log('Slipknot Advance Message System', 'Slipknot', '3.0', '02.23.06')
#--------------------------------------------------------------------------

#--------------------------------------------------------------------------
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.state 'Slipknot Advance Message System'
#--------------------------------------------------------------------------

and

Code: [Select]
#--------------------------------------------------------------------------
# End SDK Enabled Test
#--------------------------------------------------------------------------
end
#--------------------------------------------------------------------------

I really support the SDK, but sadly this has to be done half the time because not many do.

That should do it, if it doesn't, then post your error message.

****
Rep:
Level 89
What will that crazy ape do next?
i already did that.  there is no error message, the text boxes are just empty, no matter what i put in them.
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero
OH. Make a new script above the message system, label it "font" without the quotes.

The script is:

Font.default_name = "Tahoma"

****
Rep:
Level 89
What will that crazy ape do next?
that got it.  thanks man ^^
My Project: Dark Empire
http://rmrk.net/index.php/topic,7815.0.html
Official Site: http://darkempirerpg.tripod.com
Process: Getting back to work.

Always looking for sprites, if your interested, PM.

"But then I realized, why stop things from exploding, when in fact it is in exploding that things reach their perfect form. Of course, they only reach it for a few glorious seconds, but during that short time there is no object in the universe more beautiful." -Kite Rockswell, the Mad-Mad Bomber, from The Final War, my very own novel project.  PM me if you would like to read.

"Oh, sure, blaim the wizards..."

***
Banned
Rep:
Level 88
The Hated One
I get an error that it: Unable to find file Graphics/Windowskins/Charcoal Xp.

How do I go about fixing this?
Legacy: The Gatekeeper- Demo 2.0 Now Avaliable

**
Rep: +0/-0Level 91
Are there any instructions for this script?  It looks good, but I have no clue how to use it once it's brought into my game.
Current Project:  Untitled Game
----Early development phase

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero
Read the script, and download the tutorial. Both are on the first page of this topic, in the first post.

**
Rep: +0/-0Level 88
Argh... I put in the script, got the charcoal skin, got the script, took out the SDK parts, typed it right, and got this error:

????? 'Messagescript' ? 506 ??? RGSSError ????????

failed too create bitmap


WHAT DOES IT MEEEAAAN????

**
Rep: +0/-0Level 88
Can the namebox be combined with the character graphic in the message? That would be slick.

EDIT:
I guess I could edit the refresh method of Window_Message to set name_box = true or somethin' like that.

« Last Edit: November 16, 2006, 10:15:29 AM by Blizzard »

pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
Can the namebox be combined with the character graphic in the message? That would be slick.

EDIT:
I guess I could edit the refresh method of Window_Message to set name_box = true or somethin' like that.



Wow, that would be really sweet if you can get it to work, I have never tried these systems because I have loooked for something that can do both.
Watch out for: HaloOfTheSun

**
Rep: +0/-0Level 88
Okay, I'm not using 3.0 but the other Slipknot message system.
I tried using both and...it works! But with a slight problem. That is, both are displayed but the face graphic overlaps the namebox. What happens is that the refresh method processes the coordinates of the namebox first and the face second. Thus the namebox doesn't know that the coordinates of the message window have been adjusted to accomodate the face graphic.

Here's a quick fix!  Simply rearrange the order of these two code blocks:

Code: [Select]
   if name_box
      nbx,nby = self.x,self.y-15
      w = self.contents.text_size(name_text).width+12
      @name_box = Window_Base.new(nbx,nby,w,32)
      @name_box.z = self.z+1
      nbx += 6; nby += 4
      @name_box_text  = Name_Box_Text.new(nbx,nby,name_text)
      @name_box_text.z = self.z+2
    end

Code: [Select]
    if @face
      face = RPG::Cache.load_bitmap(@path,face_name)
      @back.height <= 128 ? fy = 0 : fy = ((@back.height-128)/2)
      self.contents.blt(0,fy,face,Rect.new(0,0,96,96))
      @back.height = 128 if @back.height <= 128
      men_pos
      @face = false
    end

With the code for the namebox coming *after* the code for the face graphic, it should work properly.
Of course I don't know his code well enough to know for sure that this won't mess up any of the other message options, but anyhow there you can have both a namebox and a face to your message. Nifty :)

Here's an example of how you'd use it:

\Face[dude]\Na[Jimmy]You wanna piece of me, boy?


**
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how do i put the picture in my textbox in the event thing, sorry of this is such a noobish question.  ::)
YOUR SIGNATURE WAS GINOURMOUS! - RMRK Sig Police

***
Rep:
Level 90
Please use this script instead of this odl one, this one has mor features and less bugs:
http://rmrk.net/index.php/topic,7035.0.html

pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
how do i put the picture in my textbox in the event thing, sorry of this is such a noobish question.  ::)

use the demo, there should a little thing you have to add to SHOW TEXT option in the event, and then identify which pic will show
Watch out for: HaloOfTheSun

***
Rep:
Level 88
Your greatest flaw is that you have a soul.
I have a question regarding this excellent script and would be very happy if anyonce could point me the right way. Although without instructions, I noticed there is an option in script where you can change the window and message skin which is, by default in script, set to "nil" by Slipknot.

Quote
# Skin for the message window, nil = default
   @skin = nil
   # Skin for the name box, nil = default
   @nb_skin = nil

Lines 53,54,55,56.

Now, I'd like to change the default since the default in no possible way fits the game mood. What kind of graphics should I make, following which rules, where should I paste them and what code should I replace "nil" with to make it appear in the game. I'm guessing I should edit the windowskin folder but still don't know how to apply it to script.

EDIT EDIT EDIT

Nvmd, I figured out by accident.
« Last Edit: December 18, 2006, 07:45:18 PM by Decadent Sympozium »

*
Rep: +0/-0Level 87
I was wondering if I use a side battle view system and I want to display the character's names on the battle command window as their names are displayed on text windows (in the upper left hand corner with the charcoal background) how would I do that? I've looked through my battle script, but I believe the answer lies in the standard battle command window script. I just have no idea where or even what to put there to make the name window appear over the battle command window. Any ideas?