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> Hermes, Hermes Extends RPGXP's MEssage System
secondVISION
post Sep 20 2009, 02:44 AM
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Ugh....I'm new to RMXP and I isntalled it correctly and then made this:

@> Perhaps he knows how I got here! [\tc[#FF0000]Press ENTER to speak to npc's]

Looks good no? But when I use it in-game the text does get red but it gets [{0} red text ]{0}

Help?
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derula
post Sep 20 2009, 11:24 AM
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QUOTE(secondVISION @ Sep 20 2009, 09:44 AM) *
Ugh....I'm new to RMXP and I isntalled it correctly and then made this:

@> Perhaps he knows how I got here! [\tc[#FF0000]Press ENTER to speak to npc's]

Looks good no? But when I use it in-game the text does get red but it gets [{0} red text ]{0}

Help?


Ah, I see why this is. When my script parses the message, it numbers the square brackets in that way, like this:

[ [ ] [ [ ] ] ] [ ] becomes [{0} [{1} ]{1} [{1} [{2} ]{2} ]{1} ]{0} [{0} ]{0}

That's needed to allow proper tag nesting. It then parses the tags and removes the remaining flags... or at least, it should.

I tested this same message and got:
QUOTE
Perhaps he knows how I got here!
[Press ENTER to speak to npc's]


Obviously, this isn't much better that what you got, but still I don't know why we have different results. I'll have a look at it :)




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secondVISION
post Sep 20 2009, 12:02 PM
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QUOTE(derula @ Sep 20 2009, 11:24 AM) *
QUOTE(secondVISION @ Sep 20 2009, 09:44 AM) *
Ugh....I'm new to RMXP and I isntalled it correctly and then made this:

@> Perhaps he knows how I got here! [\tc[#FF0000]Press ENTER to speak to npc's]

Looks good no? But when I use it in-game the text does get red but it gets [{0} red text ]{0}

Help?


Ah, I see why this is. When my script parses the message, it numbers the square brackets in that way, like this:

[ [ ] [ [ ] ] ] [ ] becomes [{0} [{1} ]{1} [{1} [{2} ]{2} ]{1} ]{0} [{0} ]{0}

That's needed to allow proper tag nesting. It then parses the tags and removes the remaining flags... or at least, it should.

I tested this same message and got:
QUOTE
Perhaps he knows how I got here!
[Press ENTER to speak to npc's]


Obviously, this isn't much better that what you got, but still I don't know why we have different results. I'll have a look at it :)


Ah cool, thanks :D
Well, if you want to see a screenshot or such or something else just ask me :D
It's a clean install with no add-ons, only Hermes. (for now :P)
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derula
post Sep 20 2009, 05:09 PM
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QUOTE(secondVISION @ Sep 20 2009, 07:02 PM) *
Ah cool, thanks :D
Well, if you want to see a screenshot or such or something else just ask me :D
It's a clean install with no add-ons, only Hermes. (for now :P)


Can you please test if the attached file fixes it? If yes, it will become version 0.2c.
Attached File(s)
Attached File  Hermes_Script.txt ( 74.52k ) Number of downloads: 2
 




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secondVISION
post Sep 21 2009, 12:32 AM
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QUOTE(derula @ Sep 20 2009, 05:09 PM) *
QUOTE(secondVISION @ Sep 20 2009, 07:02 PM) *
Ah cool, thanks :D
Well, if you want to see a screenshot or such or something else just ask me :D
It's a clean install with no add-ons, only Hermes. (for now :P)


Can you please test if the attached file fixes it? If yes, it will become version 0.2c.


Hmmm, the game crashes now once a text message comes:
-Deleting all save files didn't work helping it xD.
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derula
post Sep 21 2009, 09:26 PM
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QUOTE(secondVISION @ Sep 21 2009, 07:32 AM) *
Hmmm, the game crashes now once a text message comes:
-Deleting all save files didn't work helping it xD.


Er... what the hell?

... wait a few days, I just decided to complete version 0.3 :D

Most of it was actually done already, I finished it and fixed a few bugs, now there's one major feature and a few minor ones I still want to implement... stay tuned.

This won't be 100% compatible to 0.2 though (but mostly). But I'll make a compatibility script that will make the tags shorter and compatible to AMS / AMS+ :) or make that the default, and have a Hermes 0.1/0.2 compatibility script, I'm still thinking about it.




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secondVISION
post Sep 22 2009, 12:27 AM
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QUOTE(derula @ Sep 21 2009, 09:26 PM) *
Er... what the hell?

... wait a few days, I just decided to complete version 0.3 :D

Most of it was actually done already, I finished it and fixed a few bugs, now there's one major feature and a few minor ones I still want to implement... stay tuned.

This won't be 100% compatible to 0.2 though (but mostly). But I'll make a compatibility script that will make the tags shorter and compatible to AMS / AMS+ :) or make that the default, and have a Hermes 0.1/0.2 compatibility script, I'm still thinking about it.


Cool, thanks ^^
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derula
post Sep 24 2009, 03:39 PM
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Yay~~~ 0.3 is ready!

Bugfixes: Zillions. Literally. Well, maybe not quite, but many.

New features:
Multiple message boxesOkay the most important new feature is the addition of real multiple message boxes that can be shown asynchronously. There can be one message per event, one for the player, and one stretched across the screen (\p[screen]), at the same time, independent from one another. E.g., you could add a parallel process event in which people talk to each other, even off-screen! While normally, messages are kept on screen to stay visible, asynchronous ones aren't.

I have added a usage example to the demo.

Tag name changesNext new feature: new tag names! Yay, breaking everything! I disliked the tags of Hermes 0.1-0.2 (especially \ti, \ts etc.), so now every single tag has exactly one single letter form and exactly one multiple letter form. The multiple letter forms start with an uppercase letter. This way, message parsing is somewhat faster (I guess), the fastest it is if you're only using single letter tags.

AMS CompatibilityIf you're currently using Hermes 0.1 or 0.2 and don't want to change all the tags (it's not all of them btw), do not worry, as there's a compatibility mode: In config section, change TAGS_VERSION to "Hermes0.2". It gets even better: it also has a compatibility mode for AMS and AMS+! So if you weren't upgrading because of this stupid incompatibility, you can now! You just have to change TAGS_VERSION to "AMS+".

And much moreMany, many internal changes were also performed, which e.g. means that in the developer version, there's only 3 scripts left now (4 if you count documentation). The \+ tag has been removed, instead, if you want a message to be shown asynchronously, use \p[<event-id>,async]. The \* tag is now parsed in the Interpreter, meaning that messages consisting of many sub-messages show up faster now. Many fixes in the Demo (and conversion to new tags, hopefully I didn't miss anything). The Kana tag was extended to also use Japanese punctuation / full width spaces.

Links:
Homepage link
Download end users' version
Download Demo (requires Arial Unicode to work completely)

Yay, finally. Time to make something more useful again :P




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secondVISION
post Sep 26 2009, 03:22 AM
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QUOTE(derula @ Sep 24 2009, 03:39 PM) *
info

Yay it's fixed :D Thank you very much!
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derula
post Sep 26 2009, 07:21 AM
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QUOTE(secondVISION @ Sep 26 2009, 10:22 AM) *
Yay it's fixed :D Thank you very much!


You're welcome. Also, I've uploaded another version today, containing some minor bug fixes and a smaller demo download filesize.




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secondVISION
post Sep 26 2009, 09:34 AM
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QUOTE(derula @ Sep 26 2009, 07:21 AM) *
QUOTE(secondVISION @ Sep 26 2009, 10:22 AM) *
Yay it's fixed :D Thank you very much!


You're welcome. Also, I've uploaded another version today, containing some minor bug fixes and a smaller demo download filesize.



Hey, what should I delete to remove everything that changes something of the scene_battle and other battle things?
It's messing up Charlie's CTB :/ And hermes is changing something in the battle scenes that charlie's ctb is changing too so can I remove the battle things?
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derula
post Sep 26 2009, 10:15 AM
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QUOTE(secondVISION @ Sep 26 2009, 04:34 PM) *
Hey, what should I delete to remove everything that changes something of the scene_battle and other battle things?
It's messing up Charlie's CTB :/ And hermes is changing something in the battle scenes that charlie's ctb is changing too so can I remove the battle things?


Er, Hermes doesn't change anything in Scene_Battle, Game_Battler or other Battle related stuff. The only thing it does is replace the in-battle message box that will show up if you use Show Text in Battle Events...

...or, not. As I just see, there's a little bug with that. I can fix that, but I don't know if that's related to your problem...

Edit: Maybe Charlie's CTB changes something in Window_Message?

This post has been edited by derula: Sep 26 2009, 10:15 AM




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secondVISION
post Sep 26 2009, 11:37 AM
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QUOTE(derula @ Sep 26 2009, 10:15 AM) *
QUOTE(secondVISION @ Sep 26 2009, 04:34 PM) *
Hey, what should I delete to remove everything that changes something of the scene_battle and other battle things?
It's messing up Charlie's CTB :/ And hermes is changing something in the battle scenes that charlie's ctb is changing too so can I remove the battle things?


Er, Hermes doesn't change anything in Scene_Battle, Game_Battler or other Battle related stuff. The only thing it does is replace the in-battle message box that will show up if you use Show Text in Battle Events...

...or, not. As I just see, there's a little bug with that. I can fix that, but I don't know if that's related to your problem...

Edit: Maybe Charlie's CTB changes something in Window_Message?


I searched trought all the scripts of the battle system and window_message isn't find-able :O
And how what should I delete to remove The only thing it does is replace the in-battle message box that will show up if you use Show Text in Battle Events... that? I tried myself removing everything that had to do with battle but that only brought more errors haha...

Thanks for support :D
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derula
post Sep 27 2009, 06:39 PM
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QUOTE(secondVISION @ Sep 26 2009, 06:37 PM) *
I searched trought all the scripts of the battle system and window_message isn't find-able :O
And how what should I delete to remove The only thing it does is replace the in-battle message box that will show up if you use Show Text in Battle Events... that? I tried myself removing everything that had to do with battle but that only brought more errors haha...

Thanks for support :D


You would have to remove Hermes :P Or take this:

Released: Version 0.3b

- Compatibility fixes with other scripts
- Works again in Battle
- You can use the \p tag to pop up messages over Battlers when in Battle




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secondVISION
post Sep 28 2009, 12:40 AM
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QUOTE(derula @ Sep 27 2009, 06:39 PM) *
QUOTE(secondVISION @ Sep 26 2009, 06:37 PM) *
I searched trought all the scripts of the battle system and window_message isn't find-able :O
And how what should I delete to remove The only thing it does is replace the in-battle message box that will show up if you use Show Text in Battle Events... that? I tried myself removing everything that had to do with battle but that only brought more errors haha...

Thanks for support :D


You would have to remove Hermes :P Or take this:

Released: Version 0.3b

- Compatibility fixes with other scripts
- Works again in Battle
- You can use the \p tag to pop up messages over Battlers when in Battle


ZOMG It works!!! Thank you !!!!
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secondVISION
post Sep 29 2009, 11:51 AM
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And it doesn't :P

xD
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derula
post Sep 29 2009, 04:06 PM
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QUOTE(secondVISION @ Sep 29 2009, 06:51 PM) *
And it doesn't :P

xD

What the- how's that even possible???

Edit: Okay, Hermes 0.3c "Now it should work" edition is out xD

Changes: More compatibility fixes xD

This post has been edited by derula: Sep 29 2009, 05:34 PM




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secondVISION
post Sep 30 2009, 12:43 AM
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Woot thank you!!
It works haha
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Taiine
post Oct 24 2009, 05:46 PM
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Main Class: self.contents.font = $msg.font.dup

It does not like my title screen script.



Edit: One more thing that always bugs me with every kind of message script.
http://i38.tinypic.com/2nroi37.png
Can't we have the text word wrap to the in game message window rather then the editor window? It makes the text windows look so freaking messy.

This post has been edited by Taiine: Oct 24 2009, 06:04 PM
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Attached File  Herms_Test.exe ( 738.65k ) Number of downloads: 0
 
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derula
post Oct 24 2009, 05:59 PM
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Thanks for giving Hermes another chance :).

To fix your bug, put the MOG Scene_Title script above the Hermes scripts.

On a side note, to everyone who is using the SDK: To make Hermes work properly, add the following Script below the Hermes script(s):

CODE
class Window_Message
  # SDK doesn't like that we're recreating Window_Message from scratch...
  if defined? SDK
    def disable_update?() return $scene.is_a?(Scene_Map) end
  end
end


Edit: btw I liked your Test project, Taiine :)

This post has been edited by derula: Oct 24 2009, 06:00 PM




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