Zelaron Gaming Forum

Zelaron Gaming Forum (http://zelaron.com/forum/index.php)
-   RPGMaker (http://zelaron.com/forum/forumdisplay.php?f=188)
-   -   Help with a script (RpgXP) (http://zelaron.com/forum/showthread.php?t=40898)

Jabicho 2006-10-25 05:41 PM

Help with a script (RpgXP)
 
Hi guys, i have a script that allows you to put faces in messages on
Rpg Xp, and i have a question at the bottom of the message
(To use the script, replace the window_message script with this one)

Code:

#====================================================
# ¦ Window_Message
#------------------------------------------------------------------------------

class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
def initialize (x=80,y=304,width=480,height=160)
super(x, y, width, height)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
@imagen = Game_Picture.new(1)
@viewport = Viewport.new(0,0,640,480)
@viewport.z = 200
@ventana_cara = Window_Base.new(0,304,160,160)
@ventana_cara.opacity = 0
@ventana_cara.contents = Bitmap.new(160-32,160-32)
@ventana_cara.back_opacity = 160
@carct_centinela = "|"#aqui se decide el caracter para q no se vea la ventana
#de imagenes
@tamaño_imagenes = 128# ste es el tamaño de TODAS vuestras imagenes
#(pixels)
end
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
@contents_showing = false
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
x = y = 0
@cursor_width = 0
if $game_temp.choice_start == 0
x = 8
end
if $game_temp.message_text != nil
text = $game_temp.message_text
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
text.gsub!(/\\\\/) { "\000" }
# "\\C" ? "\001" ??"\\G" ? "\002" ???
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
@mtexto = ""
while ((c = text.slice!(/./m)) != nil)
if c == "\000"
c = "\\"
end
if c == "\001"
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = c(color)
end
next
end
if c == "\002"
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
next
end
if c == "\n"
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
y += 1
x = 0
if y >= $game_temp.choice_start
x = 8
end
next
end
if c != @carct_centinela
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
x += self.contents.text_size(c).width
end
@mtexto = @mtexto + c
end
end
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
cambiar_imagen
end
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
@ventana_cara.y = 16
else
case $game_system.message_position
when 0
self.y = 16
@ventana_cara.y = 16
when 1
self.y = 160
@ventana_cara.y = 160
when 2
self.y = 304
@ventana_cara.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
def update
super
if @fade_in
self.contents_opacity += 24
visualizar_imagen
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
if @input_number_window != nil
@input_number_window.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @contents_showing
if $game_temp.choice_max == 0
self.pause = true
end
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
if self.opacity == 255 and !@narracion
ventana_cara(true)
elsif @narracion
ventana_cara(false,false)
else
ventana_cara(false,true)
end
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
if self.visible
@fade_out = true
self.opacity -= 48
ocultar_ventana_cara
ocultar_imagen(true)
if self.opacity == 0
ocultar_imagen(false)
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
#--------------------------------------------------------------------
def decidir_imagen
i=0
@nom_imagen = ""
while @mtexto[i,1] != ":" and @mtexto[i,1] != nil and @mtexto[i,1] != @carct_centinela
@nom_imagen = @nom_imagen + @mtexto[i,1]
i = i + 1
end
self.x = 160
@narracion = false
if @mtexto[i,1] != ":" and @mtexto[i,1] != @carct_centinela
@cambio_imagen = false
elsif @mtexto[i,1] == @carct_centinela
self.x = 80
@cambio_imagen = true
@narracion = true
else
@cambio_imagen = true
end
end
#---------------------------------------------------------------------
def cambiar_imagen
decidir_imagen
if @cambio_imagen or (@ventana_cara.y+14) != @imagen.y
if @impresion_imagen != nil
@impresion_imagen.dispose
end
poner_cara
end
end
#-------------------------------------------------------------------
def poner_cara
begin
@ventana_cara.contents.clear
if @cambio_imagen
@imagen.show(@nom_imagen,0,14,@ventana_cara.y+14,132*100/@tamaño_imagenes,132*100/@tamaño_imagenes,0,0)
else
@imagen.move(1, 0, 14, @ventana_cara.y+14, 132*100/@tamaño_imagenes, 132*100/@tamaño_imagenes, 0,0)

@imagen.update
end
@hay_cara = true
@impresion_imagen = Sprite_Picture.new(@viewport,@imagen)
rescue
@hay_cara = false
@ventana_cara.contents.clear
@ventana_cara.contents.font.color = c(4)
@ventana_cara.contents.font.name = "Flat Brush"
@ventana_cara.contents.font.size = $fontsize
@ventana_cara.contents_opacity = 255
@ventana_cara.contents.draw_text((160-32)/2-20,(160-32)/2-32,32,32,"SIN")
@ventana_cara.contents.draw_text((160-32)/2-32,(160-32)/2,64,32,"FOTO")
end
end
#---------------------------------------------------------------------
def ventana_cara(ver,contenido = false)
if ver
@ventana_cara.visible = true
@ventana_cara.opacity = 255
@ventana_cara.back_opacity = 160
elsif contenido
@ventana_cara.opacity = 0
@ventana_cara.contents_opacity = 255
else
@ventana_cara.visible = false
@ventana_cara.contents.clear
end
end

#---------------------------------------------------------------------
def visualizar_imagen
if @hay_cara
if @impresion_imagen.opacity != 255
@impresion_imagen.opacity += 24
end
end
end
#-----------------------------------------------------------
def ocultar_imagen(lento)
if @hay_cara
if lento
@impresion_imagen.opacity -= 48
else
@impresion_imagen.opacity = 0
end
end
end
#--------------------------------------------------------------
def ocultar_ventana_cara
if @ventana_cara.opacity != 0
@ventana_cara.opacity -= 48
@ventana_cara.contents_opacity -= 48
end
end
#-------------------------------------------------------------
end

well, the question about this script, is what can i do in the script, so that the image name doesnt appear on the message?
1. to show a face message its:
imagename: message
for an example, lets say image1 is:
so, when i write:
Image1: Message

the message in the game shows:
Image1: Message

What can i do to make it only show:

Message

so that the image name doesnt appear on the text box? please someone help me

Thanks
^_^ Javi

Lenny 2006-10-26 08:30 AM

Interesting language that the comments are written in. Is it Spanish?

Now I don't know much about scripting in RMXP, but a script is a script, so I'd guess that somewhere there's one line saying something like:

imagename = visible

or

imagename = show

or

imagename = "" imagename

-----

That's only a guess, mind.

Atnas is your man for scripts.

Jabicho 2006-10-26 03:30 PM

hey Lenny thanks, ill be checking those lines to see if i can make some changes, btw yup, its spanish lol, i forgot to say that.
Is Atnas another member, hope he takes a look at this script

Hey i found the image name, its nom_imagen (check 266, 268, 298), this is line 264 to 316:

Code:

def decidir_imagen
i=0
@nom_imagen = ""
while @mtexto[i,1] != ":" and @mtexto[i,1] != nil and @mtexto[i,1] != @carct_centinela
@nom_imagen = @nom_imagen + @mtexto[i,1]
i = i + 1
end
self.x = 160
@narracion = false
if @mtexto[i,1] != ":" and @mtexto[i,1] != @carct_centinela
@cambio_imagen = false
elsif @mtexto[i,1] == @carct_centinela
self.x = 80
@cambio_imagen = true
@narracion = true
else
@cambio_imagen = true
end
end
#---------------------------------------------------------------------
def cambiar_imagen
decidir_imagen
if @cambio_imagen or (@ventana_cara.y+14) != @imagen.y
if @impresion_imagen != nil
@impresion_imagen.dispose
end
poner_cara
end
end
#-------------------------------------------------------------------
def poner_cara
begin
@ventana_cara.contents.clear
if @cambio_imagen
@imagen.show(@nom_imagen,0,14,@ventana_cara.y+14,132*100/@tamaño_imagenes,132*100/@tamaño_imagenes,0,0)
else
@imagen.move(1, 0, 14, @ventana_cara.y+14, 132*100/@tamaño_imagenes, 132*100/@tamaño_imagenes, 0,0)

@imagen.update
end
@hay_cara = true
@impresion_imagen = Sprite_Picture.new(@viewport,@imagen)
rescue
@hay_cara = false
@ventana_cara.contents.clear
@ventana_cara.contents.font.color = c(4)
@ventana_cara.contents.font.name = "Flat Brush"
@ventana_cara.contents.font.size = $fontsize
@ventana_cara.contents_opacity = 255
@ventana_cara.contents.draw_text((160-32)/2-20,(160-32)/2-32,32,32,"SIN")
@ventana_cara.contents.draw_text((160-32)/2-32,(160-32)/2,64,32,"FOTO")
end
end

What can i change here?

Lenny 2006-10-26 04:25 PM

Indeed he is. He'll be around sometime, probably at the weekend.

Until then, if you can't seem to fix the problem in this script, there are sure to be scripts that do the same thing elsewhere.

Either way, do look at the script - if you don't know scripting, then often the best way to learn is to tinker with something, work out for yourself why it doesn't work, and fix it. Knowledge you work for usually stays a lot longer than that learnt from a book or website.

Jabicho 2006-10-26 04:34 PM

Thanks Lenny, any success i have, i'll let you guys know ;)

Jabicho 2006-10-27 11:14 PM

Hey guys, i got the script fixed, thanks to Behemot at Phanxgames forum, now, the comands are:
|: Message = message without image window
(| its a symbol you can change in line 25 for any symbol you like)
Imagename: = Show the image in the image box, and the message

I hope you enjoy this script as much as me :P take care guys

Code:

#====================================================
# ¦ Window_Message
#-----------------------------------------------------------

class Window_Message < Window_Selectable
#-----------------------------------------------------------
def initialize (x=80,y=304,width=480,height=160)
super(x, y, width, height)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
@imagen = Game_Picture.new(1)
@viewport = Viewport.new(0,0,640,480)
@viewport.z = 200
@ventana_cara = Window_Base.new(0,304,160,160)
@ventana_cara.opacity = 0
@ventana_cara.contents = Bitmap.new(160-32,160-32)
@ventana_cara.back_opacity = 160
@carct_centinela = "|"#aqui se decide el caracter para q no se vea la ventana
#de imagenes
@tamaño_imagenes = 128# ste es el tamaño de TODAS vuestras imagenes
#(pixels)
end
#----------------------------------------------------------- ---------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
    @input_number_window.dispose
end
super
end
#----------------------------------------------------------- ---------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
@contents_showing = false
if $game_temp.message_proc != nil
    $game_temp.message_proc.call
end
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
if @gold_window != nil
    @gold_window.dispose
    @gold_window = nil
end
end
#----------------------------------------------------------- ---------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
#self.contents.font.name = $fontface
#self.contents.font.size = $fontsize
x = y = 0
@cursor_width = 0
if $game_temp.choice_start == 0
    x = 8
end
if $game_temp.message_text != nil
    text = $game_temp.message_text
    @mtexto = text
    begin
      last_text = text.clone
      text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
    end until text == last_text
      text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
      $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
    end
    text.gsub!(/\\\\/) { "\000" }
    # "\\C" ? "\001" ??"\\G" ? "\002" ???
    text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
    text.gsub!(/\\[Gg]/) { "\002" }
    text.gsub!(/\\[Gg]/) { "\002" }
    for i in 0...text.size
      if text[i, 1] == ":"
        text = text[i+1,text.size]
        break
      end
    end
    #@mtexto = ""
    while ((c = text.slice!(/./m)) != nil)
      if c == "\000"
        c = "\\"
      end
      if c == "\001"
        text.sub!(/\[([0-9]+)\]/, "")
        color = $1.to_i
        if color >= 0 and color <= 7
              self.contents.font.color  = c(color)
        end
        next
      end
      if c == "\002"
        if @gold_window == nil
              @gold_window = Window_Gold.new
              @gold_window.x = 560 - @gold_window.width
              if $game_temp.in_battle
                  @gold_window.y = 192
              else
                  @gold_window.y = self.y >= 128 ? 32 : 384
              end
              @gold_window.opacity = self.opacity
              @gold_window.back_opacity = self.back_opacity
        end
        next
      end
      if c == "\n"
        if y >= $game_temp.choice_start
              @cursor_width = [@cursor_width, x].max
        end
        y += 1
        x = 0
        if y >= $game_temp.choice_start
              x = 8
        end
        next
      end
      if c != @carct_centinela
        self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
        x += self.contents.text_size(c).width
      end
      #@mtexto = @mtexto + c
    end
end
if $game_temp.choice_max > 0
    @item_max = $game_temp.choice_max
    self.active = true
    self.index = 0
end
if $game_temp.num_input_variable_id > 0
    digits_max = $game_temp.num_input_digits_max
    number = $game_variables[$game_temp.num_input_variable_id]
    @input_number_window = Window_InputNumber.new(digits_max)
    @input_number_window.number = number
    @input_number_window.x = self.x + 8
    @input_number_window.y = self.y + $game_temp.num_input_start * 32
end
cambiar_imagen
end
#----------------------------------------------------------- ---------------
def reset_window
if $game_temp.in_battle
    self.y = 16
    @ventana_cara.y = 16
else
    case $game_system.message_position
    when 0
      self.y = 16
      @ventana_cara.y = 16
    when 1
      self.y = 160
      @ventana_cara.y = 160
    when 2
      self.y = 304
      @ventana_cara.y = 304
    end
end
if $game_system.message_frame == 0
    self.opacity = 255
else
    self.opacity = 0
end
self.back_opacity = 160
end
#----------------------------------------------------------- ---------------
def update
super
if @fade_in
    self.contents_opacity += 24
    visualizar_imagen
    if @input_number_window != nil
        @input_number_window.contents_opacity += 24
    end
    if self.contents_opacity == 255
      @fade_in = false
    end
    return
end
if @input_number_window != nil
    @input_number_window.update
    if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
      $game_variables[$game_temp.num_input_variable_id] =
        @input_number_window.number
      $game_map.need_refresh = true
        @input_number_window.dis pose
      @input_number_window = nil
      terminate_message
    end
    return
end
if @contents_showing
    if $game_temp.choice_max == 0
      self.pause = true
    end
    if Input.trigger?(Input::B)
      if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
        $game_system.se_play($data_system.cancel_se)
        $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
        terminate_message
      end
    end
    if Input.trigger?(Input::C)
      if $game_temp.choice_max > 0
        $game_system.se_play($data_system.decision_se)
        $game_temp.choice_proc.call(self.index)
      end
      terminate_message
    end
    return
end
if @fade_out == false and $game_temp.message_text != nil
    @contents_showing = true
    $game_temp.message_window_showing = true
    reset_window
    refresh
    Graphics.frame_reset
    if self.opacity == 255 and !@narracion
      ventana_cara(true)
    elsif @narracion
        ventana_cara(false ,false )
    else
        ventana_cara(false ,true)
    end
    self.visible = true
    self.contents_opacity = 0
    if @input_number_window != nil
        @input_number_window.contents_opacity = 0
    end
    @fade_in = true
    return
end
if self.visible
    @fade_out = true
    self.opacity -= 48
    ocultar_ventana_cara
    ocultar_imagen(true)
    if self.opacity == 0
      ocultar_imagen(false)
      self.visible = false
      @fade_out = false
        $game_temp.message_window_showing = false
    end
    return
end
end
#----------------------------------------------------------- ---------------
def update_cursor_rect
if @index >= 0
    n = $game_temp.choice_start + @index
    self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
    self.cursor_rect.empty
end
end
#----------------------------------------------------------- ---------
def decidir_imagen
i=0
@nom_imagen = ""
while @mtexto[i,1] != ":" and @mtexto[i,1] != nil and @mtexto[i,1] != @carct_centinela
    @nom_imagen = @nom_imagen + @mtexto[i,1]
    i = i + 1
end
self.x = 160
@narracion = false
if @mtexto[i,1] != ":" and @mtexto[i,1] != @carct_centinela
    @cambio_imagen = false
elsif @mtexto[i,1] == @carct_centinela
    self.x = 80
    @cambio_imagen = true
    @narracion = true
else
    @cambio_imagen = true
end
end
#----------------------------------------------------------- ----------
def cambiar_imagen
decidir_imagen
if @cambio_imagen or (@ventana_cara.y+14) != @imagen.y
    if @impresion_imagen != nil
        @impresion_imagen. dispose
    end
    poner_cara
end
end
#----------------------------------------------------------- --------
def poner_cara
begin
    @ventana_cara.contents.clear
    if @cambio_imagen
        @imagen.show(@nom_imagen, 0, 14,
                        @ventana_cara.y+14,132*100/@tamaño_imagenes,
                        132* 100/@tamaño_imagenes, 0, 0)
    else
      @imagen.move(1, 0, 14, @ventana_cara.y+14, 132*100/@tamaño_imagenes, 132*100/@tamaño_imagenes, 0,0)   
      @imagen.update
    end
    @hay_cara = true
    @impresion_imagen = Sprite_Picture.new(@viewport,@imagen)
rescue
    @hay_cara = false
    @ventana_cara.contents.clear
    #@ventana_cara.contents.font.color = c(4)
    @ventana_cara.contents.font.name = "Flat Brush"
    #@ventana_cara.contents.font.size = $fontsize
    @ventana_cara.contents_opacity = 255
      @ventana_cara.contents.draw_text((160-32)/2-20,(160-32)/2-32 ,32,32,"SIN")
      @ventana_cara.contents.draw_text((160-32)/2-32,(160-32)/2,64 ,32,"FOTO")
end
end
#----------------------------------------------------------- ----------
def ventana_cara(ver,contenido = false)
if ver
    @ventana_cara.visible = true
    @ventana_cara.opacity = 255
    @ventana_cara.back_opacity = 160
elsif contenido
    @ventana_cara.opacity = 0
    @ventana_cara.contents_opacity = 255
else
    @ventana_cara.visible = false
    @ventana_cara.contents.clear
end
end
#----------------------------------------------------------- ----------
def visualizar_imagen
if @hay_cara
    if @impresion_imagen.opacity != 255
        @impresion_imagen. opacity += 24
    end
end
end
#-----------------------------------------------------------
def ocultar_imagen(lento)
if @hay_cara
    if lento
        @impresion_imagen. opacity -= 48
    else
        @impresion_imagen. opacity = 0
    end
end
end
#----------------------------------------------------------- ---
def ocultar_ventana_cara
if @ventana_cara.opacity != 0
    @ventana_cara.opacity -= 48
    @ventana_cara.contents_opacity -= 48
end
end
#----------------------------------------------------------- --
end


Lenny 2006-10-28 02:00 PM

It's still in Spanish. :p

-----

So, what was the problem in the end?

Jabicho 2006-10-29 12:05 PM

Well, according to him, he made it so it cut out the text it was using for the images filename, maybe he cutted an entire part of the script or something :P, but i didnt check it yet

Spanish rocks XD dont you like it? ^_^

Lenny 2006-10-29 01:10 PM

Not particularly, too much like French for my liking.

Now German, there's a good, solid language.

Jabicho 2006-10-30 03:52 PM

i like japanese too, hope i can learn it someday, hey btw, how do i put an avatar?

Lenny 2006-10-31 09:40 AM

Once you've got 10 posts then you can use an avatar and have an image in your signature. It's all in the FAQ.

Jabicho 2006-10-31 01:15 PM

ohhh thanks, ill check it out ^_^
Btw I got another question:
when i use the event: battle enemy, and i use execute commands in case of defeat, and allow run. All the events i try at the "in case of defeat" part, dont work, but the other ones do, in case i want to escape from battle, the events work, and in case of winning, the events work too, but for some reason, when i am defeated, the events dont work.. argh, please help me, of course my version is RmXp, has it happened to someone else?

Lenny 2006-10-31 01:21 PM

Is this in the case of an "Enemy Encounter" event activated from the map, or something in the database for custom defeat?

I've just had a try with mine, and the map event works fine.

Jabicho 2006-10-31 01:38 PM

its an event, theres an enemy standing, and challenges you, (pretty much like pokemon, to use an example) if you lose, i want a message to appear or something, but doesnt work, all other events work, when you win and run, happens what i want, but not in defeat

Jabicho 2006-11-01 04:59 PM

No no no wait, stop thinking a solution lol, i found out its because my version is old (1.01a) i have updated it to 1.02a and its working great,take care all ^^

Lenny 2006-11-02 03:26 PM

:p Fair enough.

We're here should anything else fail.

DarkSpartan116 2006-11-11 05:23 PM

I Have One Problem With The Script, Whenever I Put Someones Face,
The Picture Of The face Shows Up Great, But The Message Doesnt Appear At All, Can I Fix That?

Atnas 2006-11-12 01:01 PM

Gah. I got my laptop out of the wood burning stove, my mum has a weird sense of punishment. Glad you got it working. DS, it should work...

Make sure you got the right one, prolly the last one.

I'm taking Spanish, it's an okay langauge.

Is that guy still wanting those pics Lenny? Sorry I've been grounded since the beginning of October... >.>

Lenny 2006-11-12 01:07 PM

Smiffsta? Probably. Haven't really heard from him for a while. You'll have to e-mail him.

Jabicho 2006-11-15 07:34 PM

Quote:

Originally Posted by DarkSpartan116
I Have One Problem With The Script, Whenever I Put Someones Face,
The Picture Of The face Shows Up Great, But The Message Doesnt Appear At All, Can I Fix That?


The message doesnt show up? You sure you have the message like this:

Facename:Message

please post an image with an example, or tell me how you write the message with the face

Take care


All times are GMT -6. The time now is 10:33 PM.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
This site is best seen with your eyes open.