This is actually built in VXace. What you should do is go to Scene_Map and do this just below Scene_Map <Scene_Base:
class Scene_Map < Scene_Base
#————————————————————————–
# ● This is to script call Show Message on the Map.
# ● SceneManager.scene.message_window.move(x, y, w, h)
#————————————————————————–
attr_reader :message_window
Afterwards, adjust the x, y, width, height to whatever. To get the default values do this in a script call:
x=SceneManager.scene.message_window.x y=SceneManager.scene.message_window.y w=SceneManager.scene.message_window.width h=SceneManager.scene.message_window.height $game_variables[88] = x $game_variables[89] = y $game_variables[90] = w $game_variables[91] = h SceneManager.scene.message_window.move(x, y, w, h)
These lines:
$game_variables[88] = x
$game_variables[89] = y
$game_variables[90] = w
$game_variables[91] = h
are for you to reference later if you want to revert them back to their original position.
You can change the values anytime you want, example:
x= 70 y= 296 w= 585 h= 120 SceneManager.scene.message_window.move(x, y, w, h)
Example Result:
To revert them back to their original values:
x = $game_variables[88] y = $game_variables[89] w = $game_variables[90] h = $game_variables[91] SceneManager.scene.message_window.move(x, y, w, h)
Wtf! That’s… neat.
I never thought about doing that!
I’d probably create an overwhelming heck of a script to handle all that instead of just making it public and using script calls XD
The life of an rm2k3er (eventer) was a tough road…workarounds all around!
Cool. I think I will use this, especially since their is so many bust shots out there now.
Just thought I’d post a tip for this. I found that after moving my text window over I often had text run off of the screen (given that there was less space for a line to fit on). Fixing this manually in all your text is a pain, especially if you’ve already developed a lot of dialogue in your game.
In search of a better solution I found a script by Modern Algebra that formats the text so that it no longer runs off the screen (like word wrapping). You can find the script here:
Modern Algebra – ATS: Formatting script
http://rmrk.net/index.php/topic,44964.0.html
I use the same script as well :D It’s very useful!
I feel like an idiot.. I still can’t do it. -smacks self-
This doesn’t work with any message systems at all :O
Try the emotion manipulation magic demo in the tutorial page.
I managed to get the window re-sized and moved easily enough, but I seem to have a persistent arrow on the right hand side of the window (despite the text not reaching the edge of said window). Is there a way to make this side arrow go away?
Ah scratch that. Just figured out all I had to do was stretch the window outside of the game. I feel very silly now!
Ok so what lines do I put under class Scene_Map <Scene_Base??
#————————————————————————–
# ● This is to script call Show Message on the Map.
# ● SceneManager.scene.message_window.move(x, y, w, h)
#————————————————————————–
attr_reader :message_window
And where do i put the rest? Or where stands it?
It says it there, Script call. Event Command Page 3 -> Script Call <_<
How do you get a bigger image character appearing there?
Show picture.
I put all you wrote:
def attr_reader :message_window
x=SceneManager.scene.message_window.x
y=SceneManager.scene.message_window.y
w=SceneManager.scene.message_window.width
h=SceneManager.scene.message_window.height
$game_variables[70] = x
$game_variables[296] = y
$game_variables[585] = w
$game_variables[120] = h
SceneManager.scene.message_window.move(x, y, w, h)
end
But it stuck with
“Script ‘Scene_Map” line 11:SyntaxError ocurred
unexpected ‘:’, expecting ‘;’ or ‘\n’ ”
I change ‘:’ for ‘;’ but nothing happens. What should I do?
Thanks for helping :)
Hello, it’s a nice tutorial. But i’m a beginner, so,
>> i’m just asking how to show the picture with the Z value greater than the message box?
>> Z values is to make the picture appear in front of the message box right?
>> Then, How to dispose the images after done talking with an npc?
>> Can you provide a demo for this? i need it though to make sure i did that correctly
>> I’m using this code to make them appear
#screen.pictures[0].show(“Image Name”, position topleft (0) or center (1), screen x, screen y, width %, height%, opacity (0-255), blend type (0-2))
But the picture appearing behind the message box though, i hope you can help me with this.
Go here https://divisionheaven.me/tutorials/emotion-manipulation-magic/