Help & Request Thread

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For your message issue, I suppose you're using some kind of custom script. If it's so, please, post what's the script, so I can help.
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To my knowledge there isn't a custom script, but that is most likely because I am not the one who originally started the game, I'm just continuing it. But, there may be, so if you can tell me where I might find the custom script, I will show it to you.
 
If you press F11 you'll come up with the Scripts Editor screen. The list on the left shows the scripts you currently have. You DO have a custom script there. It's probably one of the last ones, something related to Window_Message.
 
Exactly what do you want from the script, I can't tell which part you want, could you post something that could be related to it? So I know which section to take.
 
Like I said, there should be something related to Window_Message

You can do this:

1. Try Control+Shift+F to look in all sections and search for "Window_Message" (that will come up with many results, so it's not recomended)

2. Print Screen/Write down all scripts you have(Hard work, but is the best option)

3. Start a new project and just put your maps in it (Recommended++ lol)

Seriously, since the game wasn't yours, you should consider starting it in a new project, and just paste the maps in it. Then, slowly add new scripts, so you'll know exactly where/how/when/why something happened.
 
def initialize
super(80, 304, 480, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS" # "Message" window font
self.contents.font.size = 24
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
Might be this, or...............this.

attr_accessor :name_box_x_offset
attr_accessor :name_box_y_offset
attr_accessor :font_type
attr_accessor :name_font_type
attr_accessor :font_size
attr_accessor :name_font_size
attr_accessor :message_box_opacity
attr_accessor :name_box_skin
attr_accessor :name_box_text_color
attr_accessor :message_box_text_color
attr_accessor :message_box_skin
attr_accessor :name_box_width
attr_accessor :name_box_height
attr_accessor :message_width
attr_accessor :message_height
attr_accessor :message_x
attr_accessor :message_y_bottom
attr_accessor :message_y_middle
attr_accessor :message_y_top

def initialize

@name_box_x_offset = 0 #Choose the X axis offset of the name bos. default= 0
@name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10
@name_box_width = 8 #Choose the width of the Name Box. default= 8
@name_box_height = 26 #Choose the height of the Name Box. default= 26

@font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22 #Choose the default Font Size for message box text
@name_font_size = 22 #Choose the deafault Font Size for Name Box text
@name_box_text_color=0 #Choose the Text Color of the Name Box
@message_box_text_color=8 #Choose the Text Color of the Message Box

@message_box_opacity = 260 #Choose the opacity of the message window. Default=160
@message_box_skin = "Poke System" #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01" #Choose the WindowSkin for the Name Box

@message_width = 150 #480 #Choose the width size of the message box. Default=480
@message_height = 100#160 #Choose the height size of the message box. Default=160
@message_x = 260 #80 #Choose the X position of the message box. Default=80
@message_y_bottom = 164 #304 #Choose the Y bottom position of the message box. Default=304
@message_y_middle = 160 #Choose the Y middle position of the message box. Default=160
@message_y_top = 16 #Choose the Y top position of the message box. Default=16
 
Yup, you got it.

It's the second one. I think it's Advanced Message Script (AMS), from Dubealex.
Change the:

Code:
@message_width = 150
@message_height = 100
For something bigger, like the default values:

Code:
@message_width = 480
@message_height = 160

That will probably do the trick. Change the values if you want something more pokemon-like.
 
yuoaman said:
I did that but for some reason it won't save the new script...

What do you mean by that? Click "Apply" or "Ok"
 
RPG2003 works but when I run RMXP the loading image of RMXP never goes away and after a couple minutes it says RMXP not working. Anyone have a solution or am I screwed?
 
Try changing the compatability mode to XP.
 
CMS Bugs

With my pokemon cms in rm2k3 I have 3 little problems when i call my menu and cursor "script":
- When i want to quit with esc (i've set it to open and close with esc) it won't quit
- When i've closed the menu with "exit", i can't open the menu again(menu image is the standard R/S/E menu)
- And when i open it, close it, and then press up/down, my cursor script appears :S

this is my menu script:
[PokeCommunity.com] Help & Request Thread


and this is my cursor script(please save image to see the actual script, didn't know how to keep it's real size while uploading XD):
[PokeCommunity.com] Help & Request Thread


I hope someone can find the reason why my menu is having this bugs.
(ps: only been working with rm2k3 for a week now, so maybe i've just done something completely wrong, but i hope anyone can tell what XD.)
 
What kind of tiling problem?If your trying to insert D/P acual tiles the you have to have a speacil system thing.If its not that whats the problem.
 
Can someone please answer my problems with the 3 bugs :( ?
 
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