QUOTE (Jens of Zanicuud @ Nov 25 2012, 06:26 PM)

1. Change Screen Tone: 20 frames - Tone(-255,-255,-255,0);
2. wait 20 frames;
3. Change Screen Tone: 20 frames - Tone(0,0,0,0);
4. Move Event::Change Graphics (or opacity, just your choice) to each one of the NPC-Events;
5. Cutscene, dialogues, etc,etc;
6. Change Screen Tone: 20 frames - Tone(-255,-255,-255,0);
7. wait 20 frames;
8. Move Event::Change Graphics to "None" to each one of the NPC-Events;
9. Change Screen Tone: 20 frames - Tone(0,0,0,0);
I hope this can help,
Jens
Thanks, that really helped to resolve my problem!

I've been experimenting for months, but to no avail. Looks my eventing skills still need A LOT of work!
[RESOLVED]Problems with Ccoa UMSIssue 1I tried playing through Reincarnations RPG, and I must say, the eventing and mapping skills over there is over 9000!

In the midst of inspiration and motivation, I found out a crucial problem in my game while contrasting to find out what can I improve on. I found out that Reincarnations had no problem with its textbox even with the presence of the character facesets.
What do I mean by that? I've been using Ccoa's UMS according to recommandation, but I found out soon that when I introduce a faceset to each dialogue box, the lines of text overshot and the ends of each line of words could not be seen.
To resolve this problem, I tried extending the width of the textbox to 550 instead of 480. I was able to see the whole lines of text now, but as for NPCs without facesets, there would always be that bleak space after the paragraph of text and it looks unsightly
I had also referred to a similar problem in another forum using Google. However, the topic was left doment for 2 years and was still not resolved.
Please do provide a feasible solution

If my explanation is rather unfathomable, I'll get some screenshots of the problem I am facing.
Issue 2This is a rather minor issue here.
I understand there is a 'pause' function in default text system. It is annotated as "\p[i]", where i is the time of pausing of texts in frames. This is also mentioned in the tutorial above the whole script. However, when I played through Reincarnations, I found that while being able to skip texts using spacebar, the appearing of the words will still stop at the desired point of dialogue, whereas I am unable to do this for my game. When spacebar is pressed, the whole paragraph just flashes straight at me, skipping through the "\p[i]" that was supposed to be in place.
Is there any other commands I can use to make delibrate pausing of dialogue printing?
Thanks in advance!
With regards,
AphidRuin