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Advanced Text System 3.0c

Started by modern algebra, March 18, 2008, 09:32:30 AM

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Organ House

Isn't it "Even Commands>Show Choices"?

AquaxRyan

I'm talking about the choicebox thing in this script, not how to show choices in RMVX

I've been using RPG Maker for years, I know how to work it

modern algebra

Just go to the gigantic configuration section and find the line that says:


  CHOICE_WINDOW = false


Change it to:


CHOICE_WINDOW = true


alternatively, if you wanted to change it permanently in-game, you can use the code in a script call:


ats_all (:choice_window, true)


or if you want to do it only for the very next message:

ats_next (:choice_window, true)

Illuminatorr

#378
I have a problem with the name box I put \nb[Guard] and it comes up but it is behind the text box the other scripts I have are in the attached picture. Could one of them be causing the issue?

One more thing does the ATS script include Paragraph Formatter?

I am but a humble student of life. Come, let me show you what I've learned!

modern algebra

Yes it includes the Paragraph Formatter.
As for the namebox below the textbox, it probably is one of those other scripts. Try putting the ATS below all of them but still above Main. If that doesn't work, you can probably fix it by CTRL+F for the line:


@name_window.open


Add after that line the following:


@name_window.z = 500


If that doesn't work, play around with that 500 and increase it until it does.

Organ House

I just got a weird error. If I turn on choice_window and I have a tinted background for the preceding dialogue box the choice_window in game shows up dim as well (which isn't bad), but once I've made the choice the dim background still remains on the screen and can stack up to several times and never go away if there are multiple choices in the event.

Illuminatorr


I am but a humble student of life. Come, let me show you what I've learned!

munkis

I just thought of another suggestion;  give this script the ability to print text right-to-left, and make it switchable in-game through a script command, like

text_rtl = true/false

or something like that.

pacdiggity

I've already been told that necroposting in scripts sections is okay, so no rage for you.
Anyways, that is actually a pretty good idea for if there's some cryptic language in your game that you read backwards or something. Perhaps a system wherein text comes from both ends, or expands from the center?
it's like a metaphor or something i don't know

Organ House

I noticed if you set move when visible to on and \oc
  • it will place the message window over that event, but if you move along the x,y then the message window won't stay anchored to that point over the event.

modern algebra

Thanks for the headsup. I will get around to that and all the other recent issues very soon as I am going on break. Hopefully I can have 3.1 ready to go very soon.

brushfe

A quick question for anyone who's comfortable with the ATS:

If I was going to insert a line of code to play a sound effect when the choicebox appeared, where in the ATS script would be the best place to do so?

(I've tried doing it with events, but putting anything between the last text message and the 'show choice' command makes the text message disappear, which I'd like to avoid.)

Thanks in advance. 
I know a place where we can go, and wash away this sin; sit and watch the clouds roll by, the tall grass waves in the wind.

Organ House

I also have a question, just how does the filter command work? I do have a part of my game where the player chooses their gender, but I don't know how I can use the filter command to make that work. Do I go into the script and set it so that if player chooses male it'll run "ats_all (filter, he)" and the opposite for female and then just put "\f[?]" whenever the pronoun would come up?

teknoarcanist

#388
Is there an ATS text command to respond to the arrow keys?  For example, if I wanted the message to pause, wait for arrow input (rather than enter), and then proceed?

EDIT: solved.  Worked around it :P

Also:
Is it just something I'm doing wrong, or does changing the font size fuck up paragraph formatting?

MA, this whole system is absolutely fantastic btw.  Idk what strange dementia compels people like yourself to expend time and energy building ridiculously deep code modules like this for the community, but I sure am grateful for it.

Mr G W

#389
I found a huge glitch with appended choices.

If you have more than 4 choices by using many choice event commands.
Selecting the last of a set glitches and then crashes the game.

Example:
Event command 1:
Choice 1
Choice 2
Choice 3
Choice 4 <-- This
Event command 2:
Choice 5
Choice 6 <-- This

Selecting these will mess up.

modern algebra

That doesn't happen in the demo, and I am finding myself unable to recreate the error - can you recreate the error in a project and send it to me so that I can see for myself? I can't really do much as is, except speculate that that method is being called for an index outside of the range included

Mr G W

#391
Well its not a compatibility issue since i recreated it in a map without scripts.

this happens on every choice i append, so i dont really know what to do.

i dont have the map at this pc atm, ill show the event later.

EDIT: here it is a "demo" of the glitch. Selecting the 4th option from the choice will.. well glitch up.

I dont know why this happens, but it does not happen to all my events i use choices.

Mr G W

I found something interesting: the glitch doesnt happen if the appended choices are inside a choice or a conditional branch, though i dont really feel like using conditional branches just to use a choice...

epson777341

#393
Hi, I switched over to your ATS after using the one that came from Yanfly's Engine Melody because yours had more features available to it. However, I've noticed that If I change the windowskin using the System Game Options, the menu will change but, the text in messages will remain the same as it was before. I know that not all scripts work together, but I just wanted to know if there was an easy fix. or not.

EDIT: Ugh, nevermind, got it to work. I just commented out all instances of calling the windowskin. Great script, MA.

Organ House

Seriously, can some please-please-please explain filters? I'm trying to set it up so that when the player makes a specific choice in-game the filter "1" changes to "he" or "she". As far as I can tell the script in the event should look something like "$game_ats.filters = {1="he"}" but that doesn't work.

Organ House

#395
Sorry to bother, but I found an odd glitch. If I have a choicebox that's dim, and then make a choice, the dim choicebox doesn't terminate. Alternatively if I have a character talk with a face graphic and use the dim background after that character is done speaking the messagebox won't terminate either. The only way I can get it to terminate normally is to just have a dim messagebox with no choices or face windows.

EDIT: On top of everything having ATS3 and the Quest Journal together causes the game to crash everytime I open the quest menu after a quest has been added, giving me an error that states the paragraph formatter (in the quest script) is an uninitialized constant.

modern algebra

Well, if you are using the Quest Journal, you need to have the separate Paragraph Formatter script - the one in the ATS is quite different.

As for the other problems, I will work on them as soon as exams are finished.

Organ House

Thanks! That fixed everything! And don't stress yourself, I have time.

Raukue

#398
I see you have updated some of your scripts, mind showing me all your updated scripts? So far I been tinkering with adding this one on my oh so old demo I made, but I keep getting an error on line 2616 and don't know why. I deleted all your other scripts that I think went with ATS 2.0 but I am not sure.

Also, which scripts of yours are no longer compatible now with this update? Do any of these updated scripts of yours conflict with Yanfly or KGC now?

joseanjim

Hello. ¿This script still has support from author? I have a problem with paragraph option. I call script thereby: ats_all (:paragraph_format, true). And all I get is text drawing in a only one long line coming out the window. I will probably use the script, I need anothers of its options. But could be a great thing to write text at input without change line troubles...