Ruminyauee
Member
Hello everyone,
I'm relatively new to RPG Maker (I've played around before, but never gotten very serious into it). I've been teaching myself how to utilize the scripts and how to work with them on my own through reading. So far I've stumbled, slowly, through all the problems I've come across with installing a side-view battle system, getting dual weapon wielding to work, etc.
I do have one question, however. For some reason a significant portion of the text in the game, such as gold/experience gained at the end of battle, items gained, and all of the text in the status, equip, and other menu options. In-game scripted text works fine, and some text like HP/MP/Damage shows up fine.
I am using Tenkentai's Side view battle system converted to XP for Atoa. At this point, this the only script I have installed.
So, at this point I have absolutely NO idea what is causing the change in the text. I've done a bit of searching but couldn't come across a situation the same as mine. Does anyone have any ideas what may be causing this and how to go about fixing it?
EDIT: I forgot to mention, if I take out the side-view script(s), although I haven't pinpointed which particular side-view script/add-on it is, the problem goes away.
EDIT 2: Okay, so I've pinpointed that it has SOMETHING to do with the "Battle Windows" script.
I'm relatively new to RPG Maker (I've played around before, but never gotten very serious into it). I've been teaching myself how to utilize the scripts and how to work with them on my own through reading. So far I've stumbled, slowly, through all the problems I've come across with installing a side-view battle system, getting dual weapon wielding to work, etc.
I do have one question, however. For some reason a significant portion of the text in the game, such as gold/experience gained at the end of battle, items gained, and all of the text in the status, equip, and other menu options. In-game scripted text works fine, and some text like HP/MP/Damage shows up fine.
I am using Tenkentai's Side view battle system converted to XP for Atoa. At this point, this the only script I have installed.
So, at this point I have absolutely NO idea what is causing the change in the text. I've done a bit of searching but couldn't come across a situation the same as mine. Does anyone have any ideas what may be causing this and how to go about fixing it?
EDIT: I forgot to mention, if I take out the side-view script(s), although I haven't pinpointed which particular side-view script/add-on it is, the problem goes away.
EDIT 2: Okay, so I've pinpointed that it has SOMETHING to do with the "Battle Windows" script.
Code:
#==============================================================================
# Add-On: Battle Window
# by Atoa
#==============================================================================
# This Add-On grants the user a high custmization level of the battle windows
# Allowing font change, size and position of the text on the window.
# And also allowing the change of the position, size and opacity of the window.
#==============================================================================
module Atoa
# Exhibition Type (take a look at the 'IMPORTANT WARNING' just bellow)
Display_Type = 0
# If Display_Type = 0 the character attributes will be shown
# on the traditional XPway , horizontaly.
# Ex.:
# Ash Trevor Monique
# HP 741 HP 695 HP 486
# SP 541 SP 591 SP 661
#
# If Display_Type = 1 the character attributes will be shwon
# verticaly.
# Ex.:
# Ash HP 741 SP 541
# Trevor HP 695 SP 591
# Monique HP 486 SP 661
#
# If 'Display_Type = 2', the position will be custom. Adjust the postions below
#
#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
# ***IMPORTANT WARNING** #
#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
#
# If you change the value of 'Display_Type', you must readjust *ALL*
# X/Y coordinates of the texts. The change isn't automatic.
# Stay alert about this.
#
#============================================================================
# Only valid if 'Display_Type = 0', allows the centralization of the status
# windows if the group has less then 4 members
Horizontal_Centralize = false
# Only valid if 'Display_Type = 2', adjust the base position of the attributes
# of each character
Custom_Stat_Position = [[0,0],[8,24],[16,48],[18,72]]
# Configuration of the Attributes Battle Window
# Battle_Window = [Position X, Position Y, Width, Height, Opacity, Trasparent Edge]
Battle_Window = [0 , 320, 640, 160, 160, false]
# Leave the last value true to add the opacity to the edge of the window
# Needed if you wish to make 100% transparent windows
# The text format will be applied to the values in the menu?
Text_Format_in_Menu = true
# true = all format config are applied to the values in the menu
# false = the format configs are valid only in battle
#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
# CONFIGURATION OF THE WINDOW CONTENT #
#¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
# Configuration of the name exhibition
# Name_Config = [Position X, Position Y, Font Name, Font Size, Bold]
Name_Config = [0, -8, 'Arial', 18, true]
# Configuration of the HP text exhibition
# HP_Text = [Position X, Position Y, Font Name, Font Size, Bold]
HP_Text = [0, 65, 'Arial', 16, true]
# Configuration of the HP digits exhibition
# HP_Number = [Font Name, Font Size, Bold, Show Max HP]
HP_Number = ['Arial', 16, true, true]
# Configuration of the Max HP digits exhibition
# Max_HP_Number = [Font Name, Font Size, Bold]
Max_HP_Number = ['Arial', 16, true]
# Configuration of the SP text exhibition
# SP_Text = [Position X, Position Y, Font Name, Font Size, Bold]
SP_Text = [0, 84, 'Arial', 16, true]
# Configuration of the SP digits exhibition
# SP_Number = [Font Name, Font Size, Bold, Show Max HP]
SP_Number = ['Arial', 16, true, true]
# Configuration of the Max SP digits exhibition
# Max_SP_Number = [Font Name, Font Size, Bold]
Max_SP_Number = ['Arial', 16, true]
# Configuration of the States exhibition
# State_Config = [Position X, Position Y]
State_Config = [0, 88]
# Show Level Up Message in status window?
Lvl_UP_FLAG = true
# Level Up Message
Lvl_Up_Msg = 'LEVEL UP!'
# The level up message is shown in the same place as the states
# Configuration of the Level exhibition
Draw_Level = true # Show level in status window?
Level_Name = 'Lv' # Name of the 'Level' Status shown in the window
# Configuration of the Level text exhibition
# Level_Text = [Position X, Position Y, Font Name, Font Size, Bold]
Level_Text = [0, 16, 'Arial', 18, true]
# Configuration of the Level digits exhibition
# Level_Number = [Font Name, Font Size, Bold]
Level_Number = ['Arial', 18, true]
# Configuration of the Exp exhibition:(only in menu when Text_Format_in_Menu = true)
Exp_Name = 'Exp' # Name of the 'Exp' Status shown in the window
# Configuration of the Exp text exhibition
# Exp_Text = [Font Name, Font Size, Bold]
Exp_Text = ['Arial', 22, false]
# Configuration of the Exp digits exhibition
# Exp_Number = [Font Name, Font Size, Bold]
Exp_Number = ['Arial', 22, false]
# Configuration of the Next Exp digits exhibition
# Next_Exp_Number = [Font Name, Font Size, Bold]
Next_Exp_Number = ['Arial', 22, true]
# Configuration of the Face exhibition
# To use faces, you must create an folder named 'Faces' in the Graphics folder
# The face graphic must have the same as the actor character graphic
# Show Faces? true = show / false = don't show
Show_Faces = true
# Face_Config = [Position X, Position Y, Opacity]
Face_Config = [52, 70, 250]
# Extension for Face file name, use if you want the battle faces file names
# to be different from the normal faces
Face_Extension = ''
# The text extension must be add to all faces file names
# E.g.: Face_Extension = '_bt'
# 001-Fighter01_bt
# Use the character hue on the face?
Use_Character_Hue = true
# true = use the hue
# true = dont't use the hue
# Configuration of the Char Graphic exhibition
# Show Char Graphic? true = show / false = don't show
Show_Char = false
# Char_Config = [Posição X, Posição Y, Transparencia, Show only half]
Char_Config = [96, 60, 255, true]
end
#==============================================================================
# ■ Atoa Module
#==============================================================================
$atoa_script = {} if $atoa_script.nil?
$atoa_script['Battle Windows'] = true
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
include Atoa
#--------------------------------------------------------------------------
alias battler_window_draw_actor_name draw_actor_name
def draw_actor_name(actor, x, y)
if $game_temp.in_battle or Text_Format_in_Menu
self.contents.font.color = normal_color
self.contents.font.name = Name_Config[2]
self.contents.font.size = Name_Config[3]
self.contents.font.bold = Name_Config[4]
self.contents.draw_text(x, y, 120, 32, actor.name)
set_default_font
else
battler_window_draw_actor_name(actor, x, y)
end
end
#--------------------------------------------------------------------------
alias battler_window_draw_actor_level draw_actor_level
def draw_actor_level(actor, x, y)
if $game_temp.in_battle or Text_Format_in_Menu
self.contents.font.color = system_color
self.contents.font.name = Level_Text[2]
self.contents.font.size = Level_Text[3]
self.contents.font.bold = Level_Text[4]
size = contents.text_size(Level_Name).width
self.contents.draw_text(x, y, size + 4, 32, Level_Name)
self.contents.font.color = normal_color
self.contents.font.name = Level_Number[0]
self.contents.font.size = Level_Number[1]
self.contents.font.bold = Level_Number[2]
self.contents.draw_text(x + size, y, 24, 32, actor.level.to_s, 2)
set_default_font
else
battler_window_draw_actor_level(actor, x, y)
end
end
#--------------------------------------------------------------------------
alias battler_window_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
if $game_temp.in_battle or Text_Format_in_Menu
self.contents.font.color = system_color
self.contents.font.name = HP_Text[2]
self.contents.font.size = HP_Text[3]
self.contents.font.bold = HP_Text[4]
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.font.name = HP_Number[0]
self.contents.font.size = HP_Number[1]
self.contents.font.bold = HP_Number[2]
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.font.name = HP_Text[2]
self.contents.font.size = HP_Text[3]
self.contents.font.bold = HP_Text[4]
self.contents.draw_text(hp_x + 48, y, 12, 32, '/', 1)
self.contents.font.name = Max_HP_Number[0]
self.contents.font.size = Max_HP_Number[1]
self.contents.font.bold = Max_HP_Number[2]
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
set_default_font
else
battler_window_draw_actor_hp(actor, x, y, width)
end
end
#--------------------------------------------------------------------------
alias battler_window_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
if $game_temp.in_battle or Text_Format_in_Menu
self.contents.font.color = system_color
self.contents.font.name = SP_Text[2]
self.contents.font.size = SP_Text[3]
self.contents.font.bold = SP_Text[4]
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.font.name = SP_Number[0]
self.contents.font.size = SP_Number[1]
self.contents.font.bold = SP_Number[2]
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
if flag
self.contents.font.color = normal_color
self.contents.font.name = SP_Text[2]
self.contents.font.size = SP_Text[3]
self.contents.font.bold = SP_Text[4]
self.contents.draw_text(sp_x + 48, y, 12, 32, '/', 1)
self.contents.font.name = Max_SP_Number[0]
self.contents.font.size = Max_SP_Number[1]
self.contents.font.bold = Max_SP_Number[2]
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
set_default_font
else
battler_window_draw_actor_sp(actor, x, y, width)
end
end
#--------------------------------------------------------------------------
alias battler_window_draw_actor_exp draw_actor_exp
def draw_actor_exp(actor, x, y)
if Text_Format_in_Menu
self.contents.font.color = system_color
self.contents.font.name = Exp_Text[0]
self.contents.font.size = Exp_Text[1]
self.contents.font.bold = Exp_Text[2]
self.contents.draw_text(x, y, 32, 32, Exp_Name)
self.contents.font.color = normal_color
self.contents.font.name = Exp_Number[0]
self.contents.font.size = Exp_Number[1]
self.contents.font.bold = Exp_Number[2]
self.contents.draw_text(x + 12, y, 96, 32, actor.exp_s, 2)
self.contents.font.color = normal_color
self.contents.font.name = Exp_Text[0]
self.contents.font.size = Exp_Text[1]
self.contents.font.bold = Exp_Text[2]
self.contents.draw_text(x + 108, y, 12, 32, '/', 1)
self.contents.font.name = Next_Exp_Number[0]
self.contents.font.size = Next_Exp_Number[1]
self.contents.font.bold = Next_Exp_Number[2]
self.contents.draw_text(x + 120, y, 96, 32, actor.next_exp_s)
set_default_font
else
battler_window_draw_actor_exp(actor, x, y, width)
end
end
#--------------------------------------------------------------------------
def draw_actor_battle_face(actor, x, y, opacity = 255)
begin
face_hue = Use_Character_Hue ? actor.character_hue : 0
face = RPG::Cache.faces(actor.character_name + Face_Extension, face_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect, opacity)
rescue
end
end
#--------------------------------------------------------------------------
def draw_actor_battle_graphic(actor, x, y, opacity = 255)
begin
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / (Char_Config[3] ? 6 : 4)
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
rescue
end
end
#--------------------------------------------------------------------------
def set_default_font
self.contents.font.name = Font.default_name
self.contents.font.size = Font.default_size
self.contents.font.bold = false
end
end
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
def initialize
super(Battle_Window[0], Battle_Window[1], Battle_Window[2], Battle_Window[3])
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = []
for i in 0...$game_party.actors.size
@level_up_flags << false
end
self.z = 900
self.back_opacity = Battle_Window[4]
self.opacity = Battle_Window[4] if Battle_Window[5]
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
self.contents.font.size = 22
hp_w = HP_Number[3] ? 140 : 80
sp_w = SP_Number[3] ? 140 : 80
actor = $game_party.actors[i]
case Display_Type
when 0
actor_x = Horizontal_Centralize ? ((624 / MAX_MEMBER) * ((4 - $game_party.actors.size)/2.0 + i)).floor : i * (624 / MAX_MEMBER)
actor_y = 0
when 1
actor_x = 0
actor_y = i * 32
when 2
actor_x = Custom_Stat_Position[i][0]
actor_y = Custom_Stat_Position[i][1]
end
draw_actor_battle_face(actor, actor_x + Face_Config[0], actor_y + Face_Config[1], Face_Config[2]) if Show_Faces
draw_actor_battle_graphic(actor, actor_x + Char_Config[0], actor_y + Char_Config[1], Char_Config[2]) if Show_Char
draw_actor_name(actor, actor_x + Name_Config[0], actor_y + Name_Config[1])
draw_actor_hp(actor, actor_x + HP_Text[0], actor_y + HP_Text[1], hp_w)
draw_actor_sp(actor, actor_x + SP_Text[0], actor_y + SP_Text[1], sp_w)
draw_actor_level(actor, actor_x + Level_Text[0], actor_y + Level_Text[1]) if Draw_Level
if @level_up_flags[i] and Lvl_UP_FLAG
self.contents.font.color = normal_color
self.contents.draw_text(actor_x + State_Config[0], actor_y + State_Config[1], 132, 32, Lvl_Up_Msg )
else
draw_actor_state(actor, actor_x + State_Config[0], actor_y + State_Config[1])
end
end
end
#--------------------------------------------------------------------------
def update
super
end
end