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[VXA] ATS: Special Message Codes 1.0.6

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hail satan buddy 666
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Blagil VlUE
Can I do a demo for you, Modern Algebra
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Thanks for the offer, but no.
« Last Edit: October 23, 2012, 09:26:27 PM by modern algebra »

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Rep: +0/-0Level 65
RMRK Junior
Hi great script.

I´m missing..

Quote
\#!{code}# - This will evaluate code at the time the window reaches this code
#         when drawing. It does not put the result of the code into the message
#         but is instead intended to be evaluated. For instance: \#!{new_page}#
#         would perform the same function as \pb. You need to know syntax!

, from your old script, is there any other way to use code in textboxes in Ace?, not only displaying the value of an switch or something...
Or are you going to add such a feature soon.
« Last Edit: November 15, 2012, 01:27:38 PM by rpgkain »

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That's still a feature in this script. It is just:

Code: [Select]
# \#{code} - This will evaluate code. So, if you know scipting, you can place
#     any code there and it will draw whatever is returned by it. For instance:
#     \#{$game_system.save_count} would draw the number of times the player has
#     saved the current game.

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Rep: +0/-0Level 65
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But it shows the result in the box.

Example: text text text \#{$game_switches[70] = true} (<--Switch 70 on to show a picture / activate an event in the right moment) text....

The textbox writes "text text text true text"

There apears a "true" in the Text.

Your old VX script had the \#{code}# and the \#!{code}# possibilities, the \#!{code}# worked fine for this problem.

Sry for my bad english or if i did any mistakes =)
« Last Edit: November 14, 2012, 12:05:05 PM by rpgkain »

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Ah, sorry, I guess I forgot about that feature. I will add it at some point.


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Will you consider adding in an option to change the outline color? Yanfly's messaging system has it, and it's nice to highlight words with outlines. It looks nice. :ladyj:

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Time for a delicious necropost...

Modern. One of the features you had in a previous version of your ATS, for use with VX, was the ability to play a sound with an in-text command. I was about to do this myself, but I figure it would be better to ask you to do it first before attempting a kludge. Seems more... reliable of an option.

Something like:

\snd["soundname"]

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Hey Arrow!

I sort of messed around with the formatting of the scripts and divided them by features. Sound effect-based features are in the Message Options script.

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I'm an idiot. I installed that very script and missed the feature entirely. Probably because I was looking for the word "Sound" instead of "SE" because I haven't touched RPG Maker in "years" and thank you for addressing the issue courteously.

Once again, your work is fantastic.

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Rep: +0/-0Level 71
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Huge necropost, first post of mine here too, so sorry and stuff, but I noticed something when playing around with this message system. With the \#{} code evaluator bit, I noticed it's impossible for you to actually evaluate any extra message codes from what that value returns. This would be extremely useful for users who, say, want to use an external file to hold dialogue. This can be remedied with a single recursive call wrapped around what the code tag returns(I tested it, so I'm 100% sure it works.)

So basically changing the line in the method convert_escape_characters which reads "(eval($1)).to_s" to say "convert_escape_characters((eval($1)).to_s, *args, &block)" instead.

Sorry if I'm out of line or anything like that, but I discovered this and wanted to make sure others could benefit from it. This is a great script set, probably one of the best message system overhauls I've seen. Again, sorry for the necropost!