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VX Script *I Hope* Is Quick And Easy

After poking around and /attempting/ to edit various scripts that seemed close to what I wanted, I came to the conclusion that nothing was working. So I'm BEGGING one of you scripters to make a quick script for me.

Now I'm not picky on which one of these you choose to do, they would both have the same effect in my opinion. It's just whichever one is easier to do:

1) Add an option to the bottom of the title screen that when you choose it, it either pops up a new window or goes to a window on a separate screen that contains the info that I choose about my game demo release. With this one though, if it gets too long for the window, the window should scroll down a bit for each line that makes the text too long.

OR!

2) Just put text that scrolls across the title screen either in the middle or at the bottom horizontally. For this text there should be no limit to how long the text can be, and I should be able to edit the font, if I can't edit the font please make it red and the same kind of font used in the rest of my game and also large.... I hope this isn't asking too much.

Well I just spent a few hours searching for and messing with various scripts on the forum, nothing works. So I hope someone can help me.
 
Yeah actually that's one of the scripts I found and messed around with but I couldn't figure out how to get it to do what I wanted it to do^^; Maybe I'm just slow but could someone explain it to me?
 
Just simply use this script that Woratana made.
Advance Text Reader

To add an option in your title screen. Go to Script Editor (F11)
You should see a bunch of words at the left. Go all the way down until you find Scene_Title. If so, click on it.

Find this line:
Code:
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    @command_window.update
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0    #New game
        command_new_game
      when 1    # Continue
        command_continue
      when 2    # Shutdown
        command_shutdown
      end
    end
  end

Just below command_shutdown, add this in:
Code:
when 3  # Game Update
   $scene = Text_Reader.new("filename.txt")

Should end up like this:
Code:
when 2    # Shutdown
   command_shutdown
when 3  # Game Update
   $scene = Text_Reader.new("filename.txt")
end

After you have added that, look for this line:
Code:
def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3])

Change it into this:
Code:
def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = Vocab::shutdown
    s4 = "Game Update"  # Rename if you want
    @command_window = Window_Command.new(172, [s1, s2, s3, s4])

NOTE ONE MORE THING, BEFORE YOU DOWNLOAD WORATANA'S ADVANCE TEXT READER SCRIPT.
LOOK FOR THIS LINE FIRST!!!!  SHOULD BE LINE 108
Code:
$scene = Scene_Map.new

and change it into
Code:
return_scene

There that should be it.
 
I have no clue if this will work and I don't intend to test it, but if the return_scene was meant to be a return statement (which I doubt, but what the H) try changing it to return scene
 
Uhh.... nope^^; Gives me about the same thing as the first error.

EDIT!: AHA! After messing around a lil bit, I tried adding the following:

$scene = Scene_Title.new

AND.... IT WORKED! :D Yay.
 
Oh can I ask one more favor... how would I like... 'stretch' the title screen menu vertically so it'll hold all four lines? My window scheme is kinda dark so its hard to see the arrow pointing to scroll further down the  menu....
 
In Scene_Title find
Code:
#--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
    if @continue_enabled                    # If continue is enabled
      @command_window.index = 1             # Move cursor over command
    else                                    # If disabled
      @command_window.draw_item(1, false)   # Make command semi-transparent
    end
    @command_window.openness = 0
    @command_window.open
  end
and, after @command_window.y = 288, add:
Code:
@command_window.height += 32
You might also want to move the window up a bit by changing @command_window.y = 288 to:
Code:
@command_window.y = 256
Haven't tested that yet, but it should work
 
Oh I saw what I did *stupid*..... I had the Custom Commands script installed also x_X; That overwrote all that type stuff, I guess..... so, when I changed these same things in that script, it fixed it all....

Well, everything I can honestly say is resolved now XDD
 
yay, hooray for persistance. And boo for needing to place scripts in order :P
By my reckoning, at least 60-70% of script support suggests result from scripts in incorrect orders. This isn't always the users fault though, very often the scripters (I'm sure I'm guilty of it in some of my scriptlets) don't really tell the user where to put it in any great detail XD
 

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