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Revised Character Biography Script--with Battler Pictures

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**
Rep:
Level 73
RPG Maker Idealist
I thought this script by Rune was really useful, but I really wanted it to include the characters' battler images, so I took a suggestion by Mr. Wiggles, added a few features, and made it easier to use.

Code: [Select]
=begin
=================================
      Character biography script (revised with pictures)
                              By Rune
                  Revision 1.3 by statesman88
             Expanded from Mr. Wiggles' revision
=================================
Introduction
=================================
This is a script that calls a window that displays different
aspects about a character... like their age, height, weight,
gender etc. These can be changed though. This script is
free to use and edit as long as credit is given to me.
=================================
Edits
=================================
-1.3: Fixed $defaultfontsize error
-Deleted Biography subsection, since I don't think you need
a Biography and a History
-Added the battler image of the actor. If the image is small
enough, it will be doubled in size. (To be doubled, the
original image must fit within one of two boxes: 224x144
px OR 112x208 px.)
=================================
Instructions
=================================
Insert this script above main, and call it Scene_Biography.
Then, ctrl + f to search for the different aspects of
characters you wish to change, so for a character's age,
you would search biog_age, and for gender you would
search, biog_gender. Each aspect is listed in the
character's order in the database, and the different stats
of each character are set at default to (what I think of)
the default 8 characters.

Once the script is in your game, you may wish to add it
to your menu. To do so... in Scene_Menu make a new
option, and add it into the comand_window list. Then go
down to the first time it says "when 0", 'when 1" etc and
copy and paste the status, equip or skill responses. Then
go all the way down to where it says "when 1", "when 2"
etc, and type this.

$game_system.se_play($data_system.decision_se)
$scene = Scene_Biography.new(@status_window.index)

If you don't know how to do that then just tell me, and
i'll help you out, and if you need any more help,
PM me ;)
=================================
Any last words?
=================================
Again PM me if you need any help in changing the text or
anything like that, though even non-scripters should be
able to do that. And enjoy ;)
=end


class Window_Base
  def biog_color
    return Color.new(0, 255, 160)
  end
  def draw_actor_name(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 120, 32, actor.name)
  end
end

class Window_Biography < Window_Base
  def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Font.default_name
    self.contents.font.size = Font.default_size
       # Rune's code; may be for compatibility with a certain message system?
       # self.contents.font.name = $defaultfonttype
       # self.contents.font.size = $defaultfontsize
    @actor = actor
    refresh
  end
  def refresh
    self.contents.font.color = biog_color
    self.contents.draw_text(0, 0, 80, 32, "Name:")
    self.contents.draw_text(0, 32, 80, 32, "Age:")
    self.contents.draw_text(0, 64, 80, 32, "Gender:")
    self.contents.draw_text(0, 96, 80, 32, "Race:")
    self.contents.draw_text(0, 128, 80, 32, "Height:")
    self.contents.draw_text(0, 160, 80, 32, "Weight:")
    self.contents.draw_text(0, 192, 80, 32, "Weapon:")
    self.contents.draw_text(0, 224, 80, 32, "From:")
    self.contents.draw_text(0, 256, 80, 32, "Specialty:")
    self.contents.draw_text(0, 288, 80, 32, "History:")
    self.contents.font.color = normal_color
    draw_actor_name(@actor, 96, 0)
    biog_age
    biog_gender
    biog_race
    biog_height
    biog_weight
    biog_weapon
    biog_from
    biog_specialty
    biog_history
    biog_pic
  end
  def biog_age
    case(@actor.id)
    when 1
      self.contents.draw_text(96, 32, 64, 32, "19")
    when 2
      self.contents.draw_text(96, 32, 64, 32, "21")
    when 3
      self.contents.draw_text(96, 32, 64, 32, "30")
    when 4
      self.contents.draw_text(96, 32, 64, 32, "20")
    when 5
      self.contents.draw_text(96, 32, 64, 32, "17")
    when 6
      self.contents.draw_text(96, 32, 64, 32, "25")
    when 7
      self.contents.draw_text(96, 32, 64, 32, "19")
    when 8
      self.contents.draw_text(96, 32, 64, 32, "22")
    end
  end
  def biog_gender
    case(@actor.id)
    when 1
      self.contents.draw_text(96, 64, 64, 32, "Male")
    when 2
      self.contents.draw_text(96, 64, 64, 32, "Male")
    when 3
      self.contents.draw_text(96, 64, 64, 32, "Male")
    when 4
      self.contents.draw_text(96, 64, 96, 32, "Female")
    when 5
      self.contents.draw_text(96, 64, 96, 32, "Female")
    when 6
      self.contents.draw_text(96, 64, 96, 32, "Male")
    when 7
      self.contents.draw_text(96, 64, 96, 32, "Female")
    when 8
      self.contents.draw_text(96, 64, 96, 32, "Female")
    end
  end
  def biog_race
    case(@actor.id)
    when 1
      self.contents.draw_text(96, 96, 96, 32, "Human")
    when 2
      self.contents.draw_text(96, 96, 96, 32, "Human")
    when 3
      self.contents.draw_text(96, 96, 96, 32, "Dwarf")
    when 4
      self.contents.draw_text(96, 96, 96, 32, "Human")
    when 5
      self.contents.draw_text(96, 96, 96, 32, "Elf")
    when 6
      self.contents.draw_text(96, 96, 96, 32, "Human")
    when 7
      self.contents.draw_text(96, 96, 96, 32, "Human")
    when 8
      self.contents.draw_text(96, 96, 96, 32, "Human")
    end
  end
  def biog_height
    case(@actor.id)
    when 1
      self.contents.draw_text(96, 128, 64, 32, "5' 11''")
    when 2
      self.contents.draw_text(96, 128, 64, 32, "6' 1''")
    when 3
      self.contents.draw_text(96, 128, 64, 32, "3' 4''")
    when 4
      self.contents.draw_text(96, 128, 64, 32, "5' 7''")
    when 5
      self.contents.draw_text(96, 128, 64, 32, "2' 9''")
    when 6
      self.contents.draw_text(96, 128, 64, 32, "6' 0''")
    when 7
      self.contents.draw_text(96, 128, 64, 32, "5' 8''")
    when 8
      self.contents.draw_text(96, 128, 64, 32, "5' 9''")
    end
  end
  def biog_weight
    case(@actor.id)
    when 1
      self.contents.draw_text(96, 160, 128, 32, "11 st 4 lbs")
    when 2
      self.contents.draw_text(96, 160, 128, 32, "11 st 7 lbs")
    when 3
      self.contents.draw_text(96, 160, 128, 32, "6 st 7 lbs")
    when 4
      self.contents.draw_text(96, 160, 128, 32, "10 st 12 lbs")
    when 5
      self.contents.draw_text(96, 160, 128, 32, "6 st 0 lbs")
    when 6
      self.contents.draw_text(96, 160, 128, 32, "11 st 6 lbs")
    when 7
      self.contents.draw_text(96, 160, 128, 32, "11 st 1 lbs")
    when 8
      self.contents.draw_text(96, 160, 128, 32, "11 st 2 lbs")
    end
  end
  def biog_weapon
    case(@actor.id)
    when 1
      self.contents.draw_text(96, 192, 128, 32, "Sword")
    when 2
      self.contents.draw_text(96, 192, 128, 32, "Spear")
    when 3
      self.contents.draw_text(96, 192, 96, 32, "Axe")
    when 4
      self.contents.draw_text(96, 192, 160, 32, "Knives/Daggers")
    when 5
      self.contents.draw_text(96, 192, 160, 32, "Bow/Arrows")
    when 6
      self.contents.draw_text(96, 192, 96, 32, "Guns")
    when 7
      self.contents.draw_text(96, 192, 96, 32, "Mace")
    when 8
      self.contents.draw_text(96, 192, 96, 32, "Rod")
    end
  end
  def biog_from
    case(@actor.id)
    when 1
      self.contents.draw_text(96, 224, 160, 32, "Random Town")
    when 2
      self.contents.draw_text(96, 224, 160, 32, "Random Castle")
    when 3
      self.contents.draw_text(96, 224, 160, 32, "Random City")
    when 4
      self.contents.draw_text(96, 224, 160, 32, "Random Village")
    when 5
      self.contents.draw_text(96, 224, 160, 32, "Random Elf Village")
    when 6
      self.contents.draw_text(96, 224, 160, 32, "Random City")
    when 7
      self.contents.draw_text(96, 224, 160, 32, "Random Village")
    when 8
      self.contents.draw_text(96, 224, 160, 32, "Random Town")
    end
  end
  def biog_specialty
    case(@actor.id)
    when 1
      self.contents.draw_text(96, 256, 160, 32, "Swordplay")
    when 2
      self.contents.draw_text(96, 256, 160, 32, "Lanceplay")
    when 3
      self.contents.draw_text(96, 256, 160, 32, "Axeplay")
    when 4
      self.contents.draw_text(96, 256, 160, 32, "Robbery")
    when 5
      self.contents.draw_text(96, 256, 160, 32, "Archery")
    when 6
      self.contents.draw_text(96, 256, 160, 32, "Gunnery")
    when 7
      self.contents.draw_text(96, 256, 160, 32, "White magic")
    when 8
      self.contents.draw_text(96, 256, 160, 32, "Black Magic")
    end
  end
  def biog_history
    case(@actor.id)
    when 1
      self.contents.draw_text(96, 288, 288, 32, "Insert first line of history here")
      self.contents.draw_text(96, 320, 288, 32, "Insert second line of history here")
      self.contents.draw_text(96, 352, 288, 32, "Insert third line of history here")
      self.contents.draw_text(96, 384, 288, 32, "Insert fourth line of history here")
      self.contents.draw_text(96, 416, 288, 32, "Insert fifth line of history here")
    when 2
      self.contents.draw_text(96, 288, 288, 32, "Insert first line of history here")
      self.contents.draw_text(96, 320, 288, 32, "Insert second line of history here")
      self.contents.draw_text(96, 352, 288, 32, "Insert third line of history here")
      self.contents.draw_text(96, 384, 288, 32, "Insert fourth line of history here")
      self.contents.draw_text(96, 416, 288, 32, "Insert fifth line of history here")
    when 3
      self.contents.draw_text(96, 288, 288, 32, "Insert first line of history here")
      self.contents.draw_text(96, 320, 288, 32, "Insert second line of history here")
      self.contents.draw_text(96, 352, 288, 32, "Insert third line of history here")
      self.contents.draw_text(96, 384, 288, 32, "Insert fourth line of history here")
      self.contents.draw_text(96, 416, 288, 32, "Insert fifth line of history here")
    when 4
      self.contents.draw_text(96, 288, 288, 32, "Insert first line of history here")
      self.contents.draw_text(96, 320, 288, 32, "Insert second line of history here")
      self.contents.draw_text(96, 352, 288, 32, "Insert third line of history here")
      self.contents.draw_text(96, 384, 288, 32, "Insert fourth line of history here")
      self.contents.draw_text(96, 416, 288, 32, "Insert fifth line of history here")
    when 5
      self.contents.draw_text(96, 288, 288, 32, "Insert first line of history here")
      self.contents.draw_text(96, 320, 288, 32, "Insert second line of history here")
      self.contents.draw_text(96, 352, 288, 32, "Insert third line of history here")
      self.contents.draw_text(96, 384, 288, 32, "Insert fourth line of history here")
      self.contents.draw_text(96, 416, 288, 32, "Insert fifth line of history here")
    when 6
      self.contents.draw_text(96, 288, 288, 32, "Insert first line of history here")
      self.contents.draw_text(96, 320, 288, 32, "Insert second line of history here")
      self.contents.draw_text(96, 352, 288, 32, "Insert third line of history here")
      self.contents.draw_text(96, 384, 288, 32, "Insert fourth line of history here")
      self.contents.draw_text(96, 416, 288, 32, "Insert fifth line of history here")
    when 7
      self.contents.draw_text(96, 288, 288, 32, "Insert first line of history here")
      self.contents.draw_text(96, 320, 288, 32, "Insert second line of history here")
      self.contents.draw_text(96, 352, 288, 32, "Insert third line of history here")
      self.contents.draw_text(96, 384, 288, 32, "Insert fourth line of history here")
      self.contents.draw_text(96, 416, 288, 32, "Insert fifth line of history here")
    when 8
      self.contents.draw_text(96, 288, 288, 32, "Insert first line of history here")
      self.contents.draw_text(96, 320, 288, 32, "Insert second line of history here")
      self.contents.draw_text(96, 352, 288, 32, "Insert third line of history here")
      self.contents.draw_text(96, 384, 288, 32, "Insert fourth line of history here")
      self.contents.draw_text(96, 416, 288, 32, "Insert fifth line of history here")
    end
  end
  def biog_pic
      bitmap = RPG::Cache.battler(@actor.battler_name, @actor.battler_hue)
      @biogpicwidth = bitmap.width * 2
      @biogpicheight = bitmap.height * 2
          # Prepare to align image with upper right corner (32 pixel margin)
      @biogpicx = 602 - @biogpicwidth
      @bigbiogpicx = 602 - bitmap.width
          # Checks whether the image is small enough to be doubled; it will
          # only use stretch_blt if it fits into 224x144 px OR 112x208 px
          # before being enlarged.
      if @biogpicwidth > 224 then
        if @biogpicheight > 288 then
          self.contents.blt(@bigbiogpicx, 32, bitmap.width, bitmap.height)
        else
          if @biogpicwidth > 448 then
            self.contents.blt(@bigbiogpicx, 32, bitmap.width, bitmap.height)
          else
            self.contents.stretch_blt(Rect.new(@biogpicx, 32, @biogpicwidth, @biogpicheight), bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
          end
        end
      else
        if @biogpicheight > 416 then
          self.contents.blt(@bigbiogpicx, 32, bitmap.width, bitmap.height)
        else
          self.contents.stretch_blt(Rect.new(@biogpicx, 32, @biogpicwidth, @biogpicheight), bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
        end
      end
  end
end

class Scene_Biography
  def initialize(actor_index = 0)
    @actor_index = actor_index
  end
  def main
    @actor = $game_party.actors[@actor_index]
    @biog_window = Window_Biography.new(@actor)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @biog_window.dispose
  end
  def update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(3)
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Biography.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Biography.new(@actor_index)
      return
    end
  end
end

EDIT: I attached a screenshot of the biography page. Also, I here's an example of how I customized my Scene_Menu to add the Biographies command. I removed the "steps taken" window to make room, but there's a little black space... there's probably a more elegant way to do this. For myself, I plan to add another menu option referencing a Quests script, or something like that. I'm largely providing this so that beginners can copy and paste, as long as nothing else has edited the Scene_Menu script.

Code: [Select]
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

      # Modified Scene_Menu
     
class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Biographies"
    s6 = "Save"
    s7 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 320
    # Make steps window
    # @steps_window = Window_Steps.new
    # @steps_window.x = 0
    # @steps_window.y = 320
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @command_window.dispose
    @playtime_window.dispose
    # @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    # @steps_window.update
    @gold_window.update
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # biographies
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 5  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 6  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      when 4  # biographies
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Biography.new(@status_window.index)
      end
      return
    end
  end
end

EDIT 2 (Important): I fixed a mistake I made on my menu example, so it now works when you have more than one character in the party. Also, I revised the script to go back to the menu screen when you hit B, rather than going back to the map. Finally, I fixed a bug in the referencing of some battler files.
« Last Edit: January 30, 2011, 09:50:09 PM by statesman88 »

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I solve practical problems.
For taking arms in the name of your breakfast.
Interesting interesting

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Gentleman
Very cool! I would like to use it in my game, if that's possible!
Although one problem I am going to have to fix, is that my Battler sprites are the same as their Character-counter parts. Is there a way to insert a picture instead of a Battler picture?

I needs them.

«Nick for a better future.»

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I'm glad you like it. :)

I actually ran into the same problem, but the version of the script that I put up last night should fix it. It now simply references the Battler pic that you choose in the Database. The line of code in question is line 317.

Here's the old version, which references the Battler that goes with your Character sprite:
Code: [Select]
bitmap = RPG::Cache.battler(@actor.character_name, @actor.character_hue)

Here's the new version, which references the correct battler:
Code: [Select]
bitmap = RPG::Cache.battler(@actor.battler_name, @actor.battler_hue)

If you want to use a picture other than the battler, replace line 317 with this:
Code: [Select]
bitmap = RPG::Cache.picture("file_name_here")
And place the file in your Graphics\Pictures\ folder.

If you downloaded the script a few days ago, I'd suggest you download the new version, since I also corrected a couple of other bugs.

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Gentleman
Thank you very much for helping me out!
I'd send you a cookie if I hadn't eaten it already myself.
Now I don't have to look through the whole script to look for the line.
You have my sincere thanks, Sir.

I needs them.

«Nick for a better future.»

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2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for August 2008Project of the Month winner for December 20092011 Best Game Creator (Non RM)Gold - GIAW Halloween
$defaultfontsize is nil, does it exist in the script? has it been given a value?

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Man, what a day....
ok i fixed it, but that just gave me another error

Script 'Scene_Biography' line332:TypeError occurred.
cant convert fixnum to bitmap

self.contents.blt(@bigbiogpicx, 32, bitmap.width, bitmap.height)

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@NAMKCOR--good catch. I originally thought that error was an incompatibility with Multiple Message Windows. The simplest fix is to un-comment lines 74-75 and comment lines 76-77, like so:
Code: [Select]
      # next two lines edited for MMW script compatibility
    self.contents.font.name = Font.default_name
    self.contents.font.size = Font.default_size
    # self.contents.font.name = $defaultfonttype
    # self.contents.font.size = $defaultfontsize
But I'll go update it now.

@mememe: I hope the above fix solves your issue. If not, give me a little more info and I'll try to figure it out.

@IntenseGenius: You're welcome! :)
« Last Edit: January 30, 2011, 09:47:01 PM by statesman88 »

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Rep: +0/-0Level 83
Man, what a day....
is there a way to modify the bio as you progress throughout the game. like if you're character changes their class or ages throughout the game, cause i plan on having a 3 year time skip in my game

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You could use different actors that have another biography coupled with them, and transfer the data (stats) through switches and variables. It wouldn't be that difficult.
it's like a metaphor or something i don't know