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synchronicity

Ccoa's UMS System: Text Width Issues

Question

Okay, so I lost interest in RMXP for awhile when things got a bit hectic, and now I've started an entirely new game that I'm actually being organized about and planning everything in advance. It's been going great, except for one teeny little quirk that has been aggravating me for awhile: when I use the UMS with facesets, my default window width (which I've changed to 550) has been fine. But, when I'm talking to an NPC who DOESN'T have a faceset, there's a large amount of unused space to the right of the window screen and instead of the text taking up the whole window screen, it just skips down to the next line.

 

Here are the things that I've tried, which have kind of worked:

 

1. Set the UMS mode to FIT WINDOW TO TEXT instead of NORMAL; but if I do that, I get an error whenever an event with facesets comes up. Usually it's something in line 1202.

 

2. Toggle between UMS modes with the \m shortcut; this works fine when the player is exploring and talking to NPC's, and if I don't turn it back on to normal mode, for whatever reason if a dialogue box pops up with a faceset AFTER that and it's still in fit window to text, it works - even though in my intro I tried the same thing, both with the shortcut and with the script, it brings up the error mentioned in #1.

 

 

 

So I guess essentially the different things I'm wondering about are:

1. Why does the FIT WINDOW TO TEXT work fine with facesets (so far) during other parts of my game, but not at the very beginning during the opening intro?

2. Is there something in line 1202 that I should be editing, or that needs to be updated because it's causing an error? The line that supposedly has an error says this: width += @face.bitmap.width

 

 

And, because it always helps to know what I'm working with:

 

 

Script - What I Changed/Edited

Essentially I changed nothing except the window width, and the font face... but here's the bits I changed anyway:

 

	@window_height = 128 	@window_width = 550 	@window_justification = CENTER

 

	@font = "Georgia" 	@font_color = nil

 

Screenshots

 

event1.png

Intro Event - I only uploaded the first page because that's where the error pops up, it doesn't make it to the other pages in the event, but I can post those as well if necessary.

 

 

Faceset.png

Intro Dialogue WITH Faceset - You can see the text fits nice and snug in the window...

 

NPC.png

NPC Dialogue - ...andd here you can see the big gap at the right side.

 

 

 

 

 

This is not a priority issue. Since (so far) it seems I only have a problem with fit window to text in my intro, I can just ignore it and use the shortcuts/scripts to get around it until after the opening and then change the UMS mode to FIT WINDOW TO TEXT permanently after that. Or I could (tediously D:) continue using the \m shortcut mentioned in the script to toggle between message modes.

 

I guess I'm just kind of confused as to what might have caused the problem in the first place, because I don't think *I* did anything to make it mess up, yet I haven't really found anything mentioning this issue at all to suggest it's just a possible glitch with the script that people might run into while doing different events, or that it's common at all for some people :S So, er, yeah. If there's any other information needed, just post and let me know. And don't worry if no one can help, I'm not in dire need of assistance like I said, just kind of curious about the issue ;P

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Make sure that there's no faceset string that shows a blank face before the text.

Edited by rgangsta

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I made a shortcut for NPC's:

$game_system.add_shortcut('\c3',
'\face[]\nm[]')

 

So if I use \c3 it'll automatically put \face[]\nm[] there for me (well, in the system, not my event sheet.) I have it blank in the brackets after \face - so would that have the faceset set to none?

 

Edit: Just saw your edit :P Going to look at my eventing and stuff now.

Okay, so are you saying that I DON'T want to have this before my text: \face[]

 

If I don't have that, it shows the previous face set that was used instead of not displaying any at all. Although if I recall there was something in the script about turning it off after you used it... this bit of script I guess:

$game_system.face_graphic = ""

 

But then, if I do that, there's still the space to the right of the screen when I talk to an NPC.

 

Edit 2: I did a little more searching around on google and some other sites, and I did find a few other people had a similar issue and no one really had anything to help apart from putting in the script to turn fit window to text on and off repeatedly. Kinda sucks, but I can deal with that xD If anyone does happen to have an easier way I'm still open to suggestions :P

 

Oh, I also tried putting all the face graphic/shortcut codes at the END of the text instead of before the dialogue... didn't change anything.

Edited by synchronicity

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