7/25/2023 0 Comments Rpg maker vx ace font![]() ![]() ![]() Lo stesso script è anche presente per il VX.Īltre istruzioni all'interno dello script. #=# ** MSX - Window_SaveFile II#=# Author: Melosx# Versione: 1.0# Release Date: #=# * Description# -# This script change the Window_SaveFile by adding more information.# This release add: actor name, level, class, map name and gold.#=# * Instruction# -# Place the script under Materials and above Main.#=#=# ** DataManager#=module DataManager def self.make_save_header header = " draw_text(4, 0, 200, line_height, name) = text_size(name).width draw_playtime(0, contents.height - line_height, contents.width - 4, 2) draw_info draw_party_characters(150, 117) end def draw_party_characters(x, y) header = return unless header header.each_with_index do |data, i| draw_character(data, data, x + i * 115, y) end end def draw_playtime(x, y, width, align) header = return unless header draw_text(x, y, width, line_height, "Playtime: " + header, 2) end def draw_info header = return unless header header.each_with_index do |data, i| draw_face(data, data, 70 + i * 115, 23) draw_text(70 + i * 115, 3, 110, line_height, data, 0) draw_text(75 + i * 115, 38, 110, line_height, Vocab.level_a + " " + data.to_s, 0) draw_text(75 + i * 115, 23, 105, line_height, data, 0) draw_text(0, contents.height - line_height, contents.width - 4, line_height, "Map: " + data, 1) draw_text(4, contents.height - line_height, contents.width - 4, line_height, "Gold: " + data.to_s + Vocab::currency_unit, 0) end endend#=# ** Scene_File#=class Scene_File < Scene_MenuBase def visible_max return 2 endendendĬon questo script,potete avere le barre HP, MP etc,in stile diverso,come potete vedere dalle immagini ^^ Consiglio l'utilizzo dello script Text Cache per una corretta resa delle stringhe di testo.Ĭopiare lo script Sopra Main e sotto Materials But I don't want to use VX nor VX Ace.Nuova finestra di salvataggio con più elementi. ![]() Why ? we have an exactly same software to create a game, only different language but why I cannot see the text ? I have English RPG Maker VX (newer version than XP, built in newer version of ruby) and it has no such problem. And this unicode problem lead me to a dead end, there is no point if my RPG Maker cannot display japanese characters. I already own an english RPG Maker and I want to distribute my game in japanese language. ![]() In short, in order to display japanese text properly, I have to use Japanese RPG Maker XP. dll being used, RTP Version, none of them serve as solution. I tried multiple experiments on this, including changing the font, unicode of where the text was stored. But then I try to edit them using my english RPG Maker XP, save them, play it again, the game run without error but the text are all gone (invisible). Then I played a japanese game made with RPG Maker, it works fine, I can see those kanji. I have made sure my system locale set to japanese The result was the text shown blank or in form of random boxes. The text was stored properly in a variable but messed up when being shown on game's message to display text. The current RPG Maker ruby version is 1.8, The problem is, using english RPG Maker, one cannot display non-standard character such as kanji (japanese characters) inside game's message window. ![]()
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