modern algebra
Sep 20 2009, 05:10 AM
Hmm, that is very serious.
Try this: find the initialize method of Window_Choicebox and replace it with this:
CODE
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize
commands, width = prepare_choices
index = -1
@true_command_indices = []
commands.dup.each { |i|
index += 1
@true_command_indices.push (index)
while i.sub! (/\x83<(\d),(\d+)>/) { "" } != nil
if $1.to_i == 1 ? !$game_switches[$2.to_i] : $game_switches[$2.to_i]
commands.delete (i)
@true_command_indices.delete (index)
break
end
end
}
# Height is same as window if on the same line, else it is no greater than window
if $game_message.choicebox_on_line
height = $game_message.message_height
else
wlh = $game_message.wlh
height = 32 + [(commands.size.to_f / $game_message.column_max.to_f).ceil.to_i*wlh, $game_message.row_max*wlh].min
end
# Compute window height from command quantity
super(width, commands, $game_message.column_max, 0, 24)
self.windowskin = Cache.system ($game_message.choicebox_windowskin)
self.height = height
self.z = 350
self.back_opacity = $game_message.choicebox_opacity
set_position
end
I am going to start working on ATS 3.0 pretty soon, so you can expect to see a more thorough fix of the issue in that. I believe that will work though.
masterinsan0
Sep 20 2009, 01:26 PM
That seems to work great. Thanks!
I use ATS pretty extensively in my game, so I've picked up on a few other bugs (that I'm not sure if you're aware of or not). One of them I have a workaround for, but the other I just can't figure out for the life of me.
The first one involves skipping through dialogue too quickly when \! is used in the text. If you hammer the action button during a conversation that has \! in it somewhere, it can break a conversation. What happens is: the face of the previous text block will disappear, but the text will remain, and the next text block will be skipped. If the next text block also has \! in it, you can sometimes make that one bug out too, causing 2-3 text blocks to get skipped. This will even cause choiceboxes to get skipped if you have a choice branch directly after a text block with \! in it. That little quirk made me laugh a few times in playtesting my game, it can lead to some funny moments.
The workaround I came up with for that is pretty harsh, but at least it keeps players from breaking the dialogue in the game. Basically, at the end of every text block that has a \! in it, I place a \%\w[1]. For whatever reason, that unskippable pause lets the message system "catch up". Unfortunately, it also makes it so that the player has to press the action button multiple times to advance through a single message. (At least two, if you let it scroll all the way through without skipping text. If you skip, though, I've had to press it up to three or four times to finally advance the dialogue). While it keeps them from breaking the conversation, it also encourages hammering the action button.
(As a side note: I'm not sure if the \w[1] is necessary or not. I haven't tested it but it seems like just \% might work.)
The next bug is weeeeeeird. There is a character in my game who calls a common event, and that common event presents the player with 6 options. The options are each pretty complicated branches, calling all kinds of event-commands and event-scripts. For whatever reason, though, the next-to-last option is completely ignored. It's not even anything complicated. Just a single block of text, containing a single string with no formatting codes or anything.
I did a lot of testing on this one. I simplified the common event down to just a choicebox and text, gave it to a character, and it worked fine. However, here's the first super-weird thing: if I talk to the other guy (the one with the broken branch) and THEN talk to the simplified guy, the simplified one is broken too! Something gets permanently messed up. I tried inserting comments (I dunno, it seemed like a good idea), calling $game_message.clear, $game_ats.reset, nothing worked. No matter what, if the broken branch guy screwed everything up, it remains screwed up for everything forever. (I'm not sure if it persists through saves or not, I haven't checked.)
So, I started a third common event, this one just a copy of the working (simplified) one, and I slowly started introducing elements into the choice branch from the broken one until I could get it to break too. What I finally got to break it was a choice branch that used \son for some of its options. However, neither normal choice branches nor appended choice branches seem to break it, only choice branches that use \son.
The next odd part to this bug: my previously-mentioned teleporter common event, which uses \son for its choice branch, doesn't cause it to break. So, the only thing I can deduce from this is that using a \son-based choice branch inside of a choice branch permanently breaks choice branches.
I should note that simply putting a \son-based choice branch somewhere in the parent choice branch doesn't cause the problem. You have to actually choose the parent choice that contains the child \son branch. The \son branch will work just fine, but for whatever reason it breaks that next-to-last option permanently.
(...haha. Child \son.)
Anyway, I hope that helps you iron out some bugs for ATS 3.0 (which I look forward to greatly)! Thanks again.
EDIT: Wow I wrote too much. Made some spelling/grammar fixes.
EDIT 2: Also, I forgot to mention something. If I did a poor job of explaining the second bug (and I probably did), I can e-mail you the project I used to isolate the bug. Just let me know.
kitty2021
Sep 20 2009, 02:10 PM
Hey modern, quick question for you... I don't understand what I am doing wrong here, I have your script in my game under your Paragraph For-matter, however, when I try to use the part of the script that allows me to add the larger images featured here:
http://www.rpgmakervx.net/index.php?autoco...bum&album=1 they show up chopped off. I copied the same file from out of your demo and placed it into my game but just added my own messages and so forth into the event, so I do not understand what I am doing wrong... Please help. Thanks.
EDIT: Forgot to mention, I even tried to edit the settings in the event (the script included in the event) to try to get it to work better, but still have had no luck. Thanks again!
Guardian1239
Sep 20 2009, 04:38 PM
Haha I hate to make this my first post, but I've found an interesting bug in this script. Not sure if this has been said yet, but I haven't seen it posted here, so...
After battle processing, the window position is always "Bottom". You know how you have the options of "Top", "Middle", or "Bottom" when making a message window? Well, I want a window to display on top after a battle (and I set it to "Top"), but the first message is always on the bottom no matter what. The rest of the messages align correctly, but that first one doesn't. I tried commenting out the script, and it is indeed a problem with this script because it works fine without your script active. I tried inserting blank comments or wait commands and neither corrected the problem. I'm assuming you're missing a refresh command somewhere or something to that effect, but I'm not too advanced in scripting and I couldn't make heads or tails of how this script would be affected by battles like that.
I can provide more details and/or screenshots if you want, but it's not too complicated of an issue.
By the way, you've done a very good job with this! It's an excellent script aside from a few bugs here and there. Keep up the good work!
modern algebra
Sep 20 2009, 04:42 PM
QUOTE (masterinsan0 @ Sep 20 2009, 06:26 PM)

The first one involves skipping through dialogue too quickly when \! is used in the text. If you hammer the action button during a conversation that has \! in it somewhere, it can break a conversation. What happens is: the face of the previous text block will disappear, but the text will remain, and the next text block will be skipped. If the next text block also has \! in it, you can sometimes make that one bug out too, causing 2-3 text blocks to get skipped. This will even cause choiceboxes to get skipped if you have a choice branch directly after a text block with \! in it. That little quirk made me laugh a few times in playtesting my game, it can lead to some funny moments.
Check out this post and see if it helps:
http://rmrk.net/index.php/topic,25348.msg4....html#msg416165As for the other bug, I am thankful that you did all that work to diagnose where the error is occuring. It will make my job a lot easier I think.

I'm not sure if I will look into fixing it right now though, since it seems pretty complicated; I will soon begin working on ATS 3.0 though, and I will definitely look into that problem.
@kitty - $game_message.face_width and $game_message.face_height govern the size a face can be. If the graphic is too large to fit within those constraints, then it cuts out the centre of the image to those specifications; If you want to show the entire image, then you have to set those values to greater than what they are now. Be cautious though, it looks like the face is huge. Will you be able to see the text if you put in the full graphic?
@guardian - hmm, I'll have to look into that. I know there have been a few similar issues reported (
http://rmrk.net/index.php/topic,25348.msg4....html#msg416774 ), and I did some work to correct that, but those were incompatibilities and it sounds like thi is a problem in the script itself. I will see what I can do about fixing it when it comes to Version 3.0.
kitty2021
Sep 20 2009, 06:13 PM
QUOTE (modern algebra @ Sep 20 2009, 05:42 PM)

@kitty - $game_message.face_width and $game_message.face_height govern the size a face can be. If the graphic is too large to fit within those constraints, then it cuts out the centre of the image to those specifications; If you want to show the entire image, then you have to set those values to greater than what they are now. Be cautious though, it looks like the face is huge. Will you be able to see the text if you put in the full graphic?
Ah, so if I just scale the faces down a little more and then make the face box size large enough I should no longer have a problem? Thanks, I will give that a try.
Canscaw28
Sep 25 2009, 02:44 PM
Love the script by the way, but how do you change the pitch of the letter by letter sound so girls have higher pitches and boys have deeper. And no I want control over the pitch not randomized plz. Also can I make the sound be disabled in battle?
Thanks
-canscaw28-
Rastanatsta
Mar 3 2010, 06:28 PM
I have a problem with the large text script.

At the moment I've tried ".message_fontsize = 12", "$game_message_fontsize = 12" but neither seem to work could someone give me a puch in the right direction please.

Thank you.
captainregal
Jun 13 2010, 01:43 AM
I dont know if u get this alot but when you F12 the game to reset. I always get the Stack too deep error. Is there anyway around this???
ichiruki
Jun 18 2010, 11:04 PM
how do i use large faces? i don't know how
roxanne410
Jun 20 2010, 08:39 AM
It's not allowing me to download the demo T_T
leoxyz
Jul 26 2010, 10:39 AM
QUOTE (roxanne410 @ Jun 20 2010, 01:39 PM)

It's not allowing me to download the demo T_T
me neither
i think i'm gonna check if the script is hosted somewhere else
modern algebra
Jul 28 2010, 06:37 PM
Yeah, sorry about that. This script has been updated to Version 3.0 some time ago, but I hadn't updated it here. There may be a few bugs I missed, so I invite you all to please try it out and report any bugs or incompatibilities you might find. I will note that if you are upgrading from ATS 2, you will need to also put in the Conversion patch below the ATS3, since I changed a lot of the naming and things in this version. But once you have the conversion patch, all the work you did with ATS 2.0 will be preserved.
Download DemoDownload Text DocumentDownload ATS 2 Conversion PatchDownload Sample SpeechTag Graphics
DementedCashew
Jul 28 2010, 07:17 PM
I'll credit you when I definitely use this.
modern algebra
Sep 9 2010, 12:29 PM
Well, good to hear

Anyway, I've updated this script to v. 3.0c now.Sorry guys. I really hope this will be the last. None of the bugs fixed this time were fatal, but they are problematic if you wish to use the following features:
The primary reason for this update was to fix a non-fatal issue that deadnub brought to my attention: when using the :fit_window_to_text property, the window would not be resized if a message was smaller than a previous message. There was also a problem with the appended choices: in some cases, when a player repeated a choice branch, the cancel conditions would be thrown off. Another issue was when moving a text box around using the \oc, \e series of codes, the paragraph format would be thrown off for one line. All of these problems have now been fixed and the script should work as intended. Please tell me if this is not the case.
And finally, I also added a new message code: \x[n]. This allows you to set the x position for drawing directly to n, a useful feature for formatting purposes and similar to the tab code, but more explicit.
Anyway, if you don't need any of the above, then it is not crucial to update to 3.0c.
Absinthe
Sep 30 2010, 12:25 PM
QUOTE (modern algebra @ Apr 9 2008, 04:34 PM)

Yeah, it's the Skip Title script. I'll have to give woratana a talking to

TO fix it, go to the Skip_Title entry in the editor and at line 82:
CODE
$game_temp = Game_Temp.new
insert a line right above that, so that it looks like this:
CODE
$game_dlgoptions = Game_DialogueOptions.new
$game_temp = Game_Temp.new
Also, I notice that you have Paragraph Format on in your script entry, but do not have the Paragraph Formatter script. You will have to get that script
here in order for paragraph formatting to work.
I have this same problem (though it may be old), and when I added the line above "$game_temp = Game_Temp.new", I got this:
"Script 'Skip_Title' line 92: NameError occurred.
uninitialized constant Skip_Title::Game_DialogueOptions"
Could it be from Woratana's update since this post?
modern algebra
Oct 13 2010, 01:13 PM
Well, firstly, that fix was for version 1.11; the script is no longer anything like that and no Game_DialogueOptions class exists. So first things first, delete the fix you attempted.
Now, there's no way you got the exact same error, as :default_x is no longer a property anywhere in the ATS. So, I'm assuming that by that, you simply meant that you're getting a NoMethodError as soon as you start test play. Like then, it is probably an incompatibilty with another script, but you're going to have to tell me which one and where to find it. Secondly, you should try just putting the ATS below all the other custom scripts (but still above Main). If it still doesn't work, isolate the problem scripts. Start a new project with just the ATS in it. Then add your other scripts into the project one by one until you receive the error. The script that you had added most recently is the problematic one.
It might be the Skip Title script, but I don't see how it would occur with Skip Title 2.0. Even if you still have Skip Title 1.0, putting the ATS below it in the Script Editor should fix the problem.
irbis
Oct 18 2010, 08:16 AM
i would gladly try out this script but someone though of that great idea to put the actual script on some outside website which asks me to register in order to see the script.
i ask:
why?do i really have to register on every damn site i want to view these days?
like what - they pay you for that? whats the meaning of this?
thxs god for google, as ive found the script on some outside blog.
UPDATE:
oh great. its not even working

UPDATE2:
okey, ive found out whats the problem. its the Diary script. i forgoten it uses some extra text scripts.
hell of a shame, as now i am forced to chose betwen Diary and ATS.
i need some extra formating very much, but then again - diary script would be hell of a nice addition to the game, and re-creating Diary effect based on pictures is lots of work.
UPDATE3:
correction. after kicking out the Diary script and its addons the error still remains.
now i am clueless.
scripts i am using are:
new title screen DeadlyDan_Title by DeadlyDan
AI-chan Map Transition v.Final
Resolution Changer VX
Extra Event Pictures
Animated Parallax
[RMVX] +Skip Title Script+
modern algebra
Nov 1 2010, 05:49 PM
QUOTE
i ask: why?
do i really have to register on every damn site i want to view these days?
like what - they pay you for that? whats the meaning of this?
I don't really know what you're talking about, or why you're being rude to me. You don't need to register to RMRK to get the script, and that's the only place where I've uploaded this script. So... maybe you don't have version 3.0c since you got it from some weird blog. So first things first, I'd say get the real version here:
http://rmrk.net/index.php/topic,25348.0.htmlIf you do have the correct version, are you trying to load an old save file? If so, then that might cause an error like that since it's saying $game_ats isn't defined.
If it's happening before you try to load a game or when you start a new game, then it's likely a script incompatibility as you suggested. I don't know most of the scripts you posted, but my best guess would be the title screen or skip title script. Try putting the ATS below all your other custom scripts, but still above Main. If it still doesn't work, maybe recreate the error in a new project and upload it and I will take a look.
Sorry I took so long to get back to you. I don't check this site very often.
Absinthe
Nov 3 2010, 11:36 AM
QUOTE (modern algebra @ Oct 13 2010, 02:13 PM)

It might be the Skip Title script, but I don't see how it would occur with Skip Title 2.0. Even if you still have Skip Title 1.0, putting the ATS below it in the Script Editor should fix the problem.
Oh, you're right. I accidentally went with Skip Title 1.0 and completely missed 2.0. My fault, sorry for the arbitrary post, but thanks for getting back to me regardless.
Awesome script, by the way.
RabieX
Nov 23 2010, 01:53 PM
Can you link a download from a website that doesn't need a membership, I forgot my rmrk password, and they won't email it back to me.
heisenman
Nov 24 2010, 04:10 AM
Eleanor
Mar 9 2011, 06:05 AM
Hi!
I got the script, and there is a problem with this:
(it's on the end of the script)
CODE
# Actor, Item, Weapon, Armor, Skill Stats
data_arrays = [$game_actors, $data_items, $data_weapons, $data_armors,
$data_skills, $d
How should I fix it?
I'm not sure but looks like it isn't working with other scripts.
Kread-EX
Mar 9 2011, 12:08 PM
You apparently lack the end of the script. There is not reason for this line to cause an error.
CODE
# Actor, Item, Weapon, Armor, Skill Stats
data_arrays = [$game_actors, $data_items, $data_weapons, $data_armors,
$data_skills, $data_states, $data_enemies]
It's just a variable assignation, so the only error possible is a syntax error, which would be caused by a missing part.
Eleanor
Mar 10 2011, 01:42 AM
QUOTE (Kread-EX @ Mar 9 2011, 09:08 PM)

You apparently lack the end of the script. There is not reason for this line to cause an error.
CODE
# Actor, Item, Weapon, Armor, Skill Stats
data_arrays = [$game_actors, $data_items, $data_weapons, $data_armors,
$data_skills, $data_states, $data_enemies]
It's just a variable assignation, so the only error possible is a syntax error, which would be caused by a missing part.
Thank you very much

I'm not so good with it >.<
Edit: it still keep telling me that there is a problem with the last part...
Ok, somehow I solved it!
Eleanor
Mar 10 2011, 01:54 AM
Now it keeps telling me that there is a problem with line 1033 D:
Ok, everything works properly now.
Sorry for the double posting, but something went wrond with my computer.
KuramaBingyi
Apr 17 2011, 05:11 PM
Judging from the lack of replies from the past month, this thread might just be a little too inactive. I would like to give a bump for an awesome script.
My question here is, am I able to disable text scrolling during dialog events? I might not be looking hard enough, but I've tried going through each of the demo events and nothing's explained this to me. It's a very neat feature, but I have some sequences in my project that looks very awkward with the text scrolling.
So far, my only solution is to use Wait.
Last question: Do I have to put in the $game_message.paragraph_format = true script in each event, or can I just have it as a parallel process throughout the whole game?
heisenman
Apr 17 2011, 06:10 PM
Just put "ats_next (:scrolling, false)" in a script call to temporarily disable scrolling.
For the paragraph format check line 777 and make sure it is set to true if you want the effect to be permanent.
Zakkie
May 28 2011, 11:34 AM
I have a question too

Actually I really want to use the ATS in my project but I've always the problem that the configuration in the script-line (via event) will lose its effect if there's a another script-event going on. For example, if you're using Shanghais Balloon Switcher after one line ATS will reset itself to the standard-configs how you've edited in the scriptlist.
Is there a way to overcome this?
titan_jojo
Nov 2 2011, 10:43 PM
It seems that ATS is not compatible with Jet's Mouse System

... Can anybody please confirm this?
cybermaster
Dec 2 2011, 03:16 AM
hey guys could someone tell me how to change the faceset hight and width please ???
thanks
Night_Runner
Dec 2 2011, 03:12 PM
CODE
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# ~Message Properties~
# The following are properties of the message window that are set prior to
# calling the message and govern many properties. You set the default values
# to the constants of the same name in Game_ATS, starting at line 766. Those
# will be the values that each game starts out with. You can then change them
# on a message to message basis through either of the codes:
# ats_next (:property, new_value)
# or:
# $game_message.property = new_value
....
# :face_width - This determines the width of the face. When 0, it will show the
# whole width of the face, even if using single face graphics. If you want
# to show only a portion of the face, then set it directly. Default: 0
# :face_height - This determines the height of the face. When 0, it will show
# the whole height of the face, even if using single face graphics. If
# you want to show only part of the face, then set it directly. Default: 0
Based on the comments it looks like you would have an event run the script command
CODE
$game_message.face_width = 123
$game_message.face_height = 456
To set the width as 123 pixels and the height as 456 pixels
While I haven't tested it, I've looked through the code and it looks right
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