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[AYUDA] Script "Notebook Menu"

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RPG Maker VX ACE [AYUDA] Script "Notebook Menu"

Mensaje por NodameRinn el 2017-12-03, 02:42

Hola comunidad, lamento molestarlos pero tengo un pequeño problema con el Script que menciono en el título.
Bueno, estaba buscando un Script de cuaderno/ diario para mi juego, y encontré este de Jet, el cual era el mas sencillo y que se ajustaba a lo que quería. En realidad si me funciona muy bien y todo, pero el problema es que no me agarra el teclado español, por lo que si pongo un acento, la "Ñ"o los signos de "¿", "¡" me da un error TT^TT y realmente necesito todo eso.

Imágenes:



Quería saber si alguien me puede decir como arreglarlo o si conoce algún otro de este estilo se los agradecería mucho. Yo no sé mucho de script así que no quiero mover a algo que no debería, por lo que prefiero no tocarlo.

Notebook Menu:

Código:
#===============================================================================
# Notebook Menu (VXA)
# By Jet10985 (Jet) - converted to VXA by Pacman (21/10/12)
#===============================================================================
# This script will add a Notebook menu to the game, which can be used to add
# entries to the notebook that the player can read.
# This script has: 6 customization options.
#===============================================================================
=begin
To use this script, you need to have a folder in your game directory called
Notebook
This is where your .txt files should be located.
This script runs solely on the .txt files in the folder, and it's where it
grabs the files for the .rvdata2 conversion if used.
--------------------------------------------------------------------------------
To add new entries to the journal, use this in an event "Script..." command
add_entry("filename")
"filename" should be the name of a .txt file in the Notebook folder, excluding
the .txt. So say i have a file called Test.txt: add_entry("Test")
Even if you use the .rvdata file, the filenames stay the same so make sure
you remember your filenames.
--------------------------------------------------------------------------------
You can call the journal scene with this code in an event "Script..." command:
goto_notebook
The journal scene will be inaccessable unless the player has at least 1 entry
--------------------------------------------------------------------------------
If the text entry is too long height-wise to be shown completely, then the
player needs to use (left) to scroll up, or (right) to scroll down.
--------------------------------------------------------------------------------
To force a next line in the text, put \line inside the .txt file where you
want to force text to the next line
=end

module Notebook

  # Would you like to convert all .txt files in the "Notebook" folder to a
  # .rvdata data file which can be encrpyted with the game, and used with
  # the USE_RVDATA_FILE option?
  DO_CONVERSION_TO_RVDATA = false

  # Would you like to use the Notebook.rvdata file generated with the
  # DO_CONVERSION_TO_RVDATA instead of the .txt files in the "Notebook" folder?
  USE_RVDATA_FILE = false

  # What is the notebook called?
  NOTEBOOK_NAME = "Diario"

  # What font does the notebook use? The first item is the primary font you
  # want, and it will go through each item if the font doesn't exist
  # until it finds a font that does exist.
  NOTEBOOK_FONT = ["Verdana", "Arial", "Courier New"]

  # What is the font size in the notebook? 20 is default
  NOTEBOOK_FONT_SIZE = 20

  # How much space will be given for each line? 24 is default
  NOTEBOOK_WLH = 24

end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles system data. It saves the disable state of saving and
# menus. Instances of this class are referenced by $game_system.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :notebook_entries
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias jet1835_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(*args, &block)
    @notebook_entries = []
    jet1835_initialize(*args, &block)
  end
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Add Notebook Entry to Database
  #--------------------------------------------------------------------------
  def add_entry(filename)
    unless $game_system.notebook_entries.include?(filename)
      $game_system.notebook_entries.push(filename)
    end
  end
  #--------------------------------------------------------------------------
  # * Activate Notebook Scene
  #--------------------------------------------------------------------------
  def goto_notebook
    SceneManager.goto(Scene_Notebook)
  end
end

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs the title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias jet1934_initialize initialize unless $@
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(*args, &block)
    convert_txt if Notebook::DO_CONVERSION_TO_RVDATA && $TEST
    jet1934_initialize(*args, &block)
  end
  #--------------------------------------------------------------------------
  # * Convert text from .txt to .rvdata2
  #--------------------------------------------------------------------------
  def convert_txt
    file = Dir.entries("Notebook")
    file.reverse!
    2.times {|i| file.pop }
    file.reverse!
    if file.empty?
      p "No files found in Notebook, aborting conversion process."
    end
    text_hash = {}
    for txt in file
      text_hash[txt] = File.open("Notebook/#{txt}", "r") {|a| a.read}
    end
    b = File.new("Data/Notebook.rvdata2", "wb")
    Marshal.dump(text_hash, b)
    b.close
    p "Notebook file successfully converted."
  end
end

#==============================================================================
# ** Scene_Gameover
#------------------------------------------------------------------------------
#  The string class. Can handle character sequences of arbitrary lengths.
# See String Literals for more information.
#==============================================================================

class String
  #--------------------------------------------------------------------------
  # * Split to each word
  #--------------------------------------------------------------------------
  def each_word
    array = self.split(" ")
    if block_given?
      array.each {|a| yield a }
    else
      return array
    end
  end
end

#==============================================================================
# ** Window_Notebook
#------------------------------------------------------------------------------
#  This window displays the note currently open.
#==============================================================================

class Window_Notebook < Window_Base
  #--------------------------------------------------------------------------
  # Include Notebook module
  #--------------------------------------------------------------------------
  include Notebook
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(filename)
    super(160, 56, Graphics.width - 160, Graphics.height - 56)
    @filename = filename
    refresh(@filename)
  end
  #--------------------------------------------------------------------------
  # * Refresh window
  #--------------------------------------------------------------------------
  def refresh(filename)
    self.oy = 0
    form_bitmap_rect(filename)
    self.contents.font.name = NOTEBOOK_FONT
    self.contents.font.size = NOTEBOOK_FONT_SIZE
    wlh = NOTEBOOK_WLH
    i = 0
    @file_text.each_line {|line|
      text = line.gsub(/\r|\n/i, "")
      self.contents.draw_text(0, 0 + i * wlh, self.width - 32, wlh, text)
      i += 1
    }
  end
  #--------------------------------------------------------------------------
  # * Form Contents (or whatever)
  #--------------------------------------------------------------------------
  def form_bitmap_rect(filename)
    if USE_RVDATA_FILE
      file = load_data("Data/Notebook.rvdata2")[filename + ".txt"]
    else
      file = File.open("Notebook/#{filename}.txt", "r") {|a| a.read }
    end
    new_text = ""
    width_taken = 0
    height_taken = 0
    file.gsub!(/\r\n/i, " ")
    file.gsub!(/\\line/i, " \\xjet ")
    file.each_word {|word|
      width_taken += self.contents.text_size("#{word} ").width
      if word == "\\xjet"
        width_taken = 0
        new_text.concat("\n")
        height_taken += NOTEBOOK_WLH
      elsif width_taken > self.width - 32
        width_taken = 0
        new_text.concat("\n#{word} ")
        width_taken += self.contents.text_size("#{word} ").width
        height_taken += NOTEBOOK_WLH
      else
        new_text.concat("#{word} ")
      end
    }
    @file_text = new_text
    @height_taken = height_taken
    self.contents = Bitmap.new(self.width - 32, @height_taken + 32)
  end
end

#==============================================================================
# ** Window_NoteCommand
#------------------------------------------------------------------------------
#  This window is the selection window for the notebook entries.
#==============================================================================

class Window_NoteCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Form list of commands
  #--------------------------------------------------------------------------
  def make_command_list
    for entry in $game_system.notebook_entries
      add_command(entry, :entry)
    end
  end
end

#==============================================================================
# ** Window_Entries
#------------------------------------------------------------------------------
#  This window displays the number of entries in the notebook database.
#==============================================================================

class Window_Entries < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, Graphics.height - 54, 160, 54)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh window
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    contents.font.color = system_color
    contents.draw_text(0, 0, 100, 24, "Entries:")
    contents.font.color = normal_color
    contents.draw_text(104, 0, 40, 24, $game_system.notebook_entries.size, 1)
  end
end

#==============================================================================
# ** Scene_Gameover
#------------------------------------------------------------------------------
#  This class performs notebook screen processing.
#==============================================================================

class Scene_Notebook < Scene_Base
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    if $game_system.notebook_entries.empty?
      return_scene
    end
    super
    @help_window = Window_Help.new
    @help_window.set_text(Notebook::NOTEBOOK_NAME)
    @command_window = Window_NoteCommand.new(0, 0)
    @command_window.height = Graphics.height - 110
    @command_window.y = @help_window.height
    @entries_window = Window_Entries.new
    @notebook_window = Window_Notebook.new($game_system.notebook_entries[0])
    @command_window.height = Graphics.height - (@entries_window.height +
     @help_window.height)
    @notebook_window.y = @command_window.y
    @notebook_window.height = Graphics.height - @help_window.height
  end
  #--------------------------------------------------------------------------
  # * Frame update
  #--------------------------------------------------------------------------
  def update
    old_index = @command_window.index
    super
    if old_index != @command_window.index
      @notebook_window.refresh(@command_window.current_data[:name])
    end
    @notebook_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      SceneManager.goto(Scene_Map)
    end
    if @notebook_window.contents.height > @notebook_window.height - 32
      wlh = Notebook::NOTEBOOK_WLH
      if Input.trigger?(Input::RIGHT)
        @notebook_window.oy = [@notebook_window.oy + wlh,
          @notebook_window.contents.height - @notebook_window.height + 32].min
      elsif Input.trigger?(Input::LEFT)
        @notebook_window.oy = [@notebook_window.oy - wlh, 0].max
      end
    end
  end
end

#===============================================================================
#
# END OF SCRIPT
#
#===============================================================================

Bueno, les agradecería mucho si me pudieran ayudar, y lamento las molestias.
avatar
NodameRinn
Iniciado
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Gracias : 2

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RPG Maker VX ACE Re: [AYUDA] Script "Notebook Menu"

Mensaje por Oscar92player el 2017-12-03, 08:55

@NodameRinn escribió:
Hola comunidad, lamento molestarlos pero tengo un pequeño problema con el Script que menciono en el título.
Bueno, estaba buscando un Script de cuaderno/ diario para mi juego, y encontré este de Jet, el cual era el mas sencillo y que se ajustaba a lo que quería. En realidad si me funciona muy bien y todo, pero el problema es que no me agarra el teclado español, por lo que si pongo un acento, la "Ñ"o los signos de "¿", "¡" me da un error TT^TT y realmente necesito todo eso.

Imágenes:



Quería saber si alguien me puede decir como arreglarlo o si conoce algún otro de este estilo se los agradecería mucho. Yo no sé mucho de script así que no quiero mover a algo que no debería, por lo que prefiero no tocarlo.

Notebook Menu:

Código:
#===============================================================================
# Notebook Menu (VXA)
# By Jet10985 (Jet) - converted to VXA by Pacman (21/10/12)
#===============================================================================
# This script will add a Notebook menu to the game, which can be used to add
# entries to the notebook that the player can read.
# This script has: 6 customization options.
#===============================================================================
=begin
To use this script, you need to have a folder in your game directory called
Notebook
This is where your .txt files should be located.
This script runs solely on the .txt files in the folder, and it's where it
grabs the files for the .rvdata2 conversion if used.
--------------------------------------------------------------------------------
To add new entries to the journal, use this in an event "Script..." command
add_entry("filename")
"filename" should be the name of a .txt file in the Notebook folder, excluding
the .txt. So say i have a file called Test.txt: add_entry("Test")
Even if you use the .rvdata file, the filenames stay the same so make sure
you remember your filenames.
--------------------------------------------------------------------------------
You can call the journal scene with this code in an event "Script..." command:
goto_notebook
The journal scene will be inaccessable unless the player has at least 1 entry
--------------------------------------------------------------------------------
If the text entry is too long height-wise to be shown completely, then the
player needs to use (left) to scroll up, or (right) to scroll down.
--------------------------------------------------------------------------------
To force a next line in the text, put \line inside the .txt file where you
want to force text to the next line
=end

module Notebook

  # Would you like to convert all .txt files in the "Notebook" folder to a
  # .rvdata data file which can be encrpyted with the game, and used with
  # the USE_RVDATA_FILE option?
  DO_CONVERSION_TO_RVDATA = false

  # Would you like to use the Notebook.rvdata file generated with the
  # DO_CONVERSION_TO_RVDATA instead of the .txt files in the "Notebook" folder?
  USE_RVDATA_FILE = false

  # What is the notebook called?
  NOTEBOOK_NAME = "Diario"

  # What font does the notebook use? The first item is the primary font you
  # want, and it will go through each item if the font doesn't exist
  # until it finds a font that does exist.
  NOTEBOOK_FONT = ["Verdana", "Arial", "Courier New"]

  # What is the font size in the notebook? 20 is default
  NOTEBOOK_FONT_SIZE = 20

  # How much space will be given for each line? 24 is default
  NOTEBOOK_WLH = 24

end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles system data. It saves the disable state of saving and
# menus. Instances of this class are referenced by $game_system.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :notebook_entries
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias jet1835_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(*args, &block)
    @notebook_entries = []
    jet1835_initialize(*args, &block)
  end
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Add Notebook Entry to Database
  #--------------------------------------------------------------------------
  def add_entry(filename)
    unless $game_system.notebook_entries.include?(filename)
      $game_system.notebook_entries.push(filename)
    end
  end
  #--------------------------------------------------------------------------
  # * Activate Notebook Scene
  #--------------------------------------------------------------------------
  def goto_notebook
    SceneManager.goto(Scene_Notebook)
  end
end

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs the title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias jet1934_initialize initialize unless $@
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(*args, &block)
    convert_txt if Notebook::DO_CONVERSION_TO_RVDATA && $TEST
    jet1934_initialize(*args, &block)
  end
  #--------------------------------------------------------------------------
  # * Convert text from .txt to .rvdata2
  #--------------------------------------------------------------------------
  def convert_txt
    file = Dir.entries("Notebook")
    file.reverse!
    2.times {|i| file.pop }
    file.reverse!
    if file.empty?
      p "No files found in Notebook, aborting conversion process."
    end
    text_hash = {}
    for txt in file
      text_hash[txt] = File.open("Notebook/#{txt}", "r") {|a| a.read}
    end
    b = File.new("Data/Notebook.rvdata2", "wb")
    Marshal.dump(text_hash, b)
    b.close
    p "Notebook file successfully converted."
  end
end

#==============================================================================
# ** Scene_Gameover
#------------------------------------------------------------------------------
#  The string class. Can handle character sequences of arbitrary lengths.
# See String Literals for more information.
#==============================================================================

class String
  #--------------------------------------------------------------------------
  # * Split to each word
  #--------------------------------------------------------------------------
  def each_word
    array = self.split(" ")
    if block_given?
      array.each {|a| yield a }
    else
      return array
    end
  end
end

#==============================================================================
# ** Window_Notebook
#------------------------------------------------------------------------------
#  This window displays the note currently open.
#==============================================================================

class Window_Notebook < Window_Base
  #--------------------------------------------------------------------------
  # Include Notebook module
  #--------------------------------------------------------------------------
  include Notebook
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(filename)
    super(160, 56, Graphics.width - 160, Graphics.height - 56)
    @filename = filename
    refresh(@filename)
  end
  #--------------------------------------------------------------------------
  # * Refresh window
  #--------------------------------------------------------------------------
  def refresh(filename)
    self.oy = 0
    form_bitmap_rect(filename)
    self.contents.font.name = NOTEBOOK_FONT
    self.contents.font.size = NOTEBOOK_FONT_SIZE
    wlh = NOTEBOOK_WLH
    i = 0
    @file_text.each_line {|line|
      text = line.gsub(/\r|\n/i, "")
      self.contents.draw_text(0, 0 + i * wlh, self.width - 32, wlh, text)
      i += 1
    }
  end
  #--------------------------------------------------------------------------
  # * Form Contents (or whatever)
  #--------------------------------------------------------------------------
  def form_bitmap_rect(filename)
    if USE_RVDATA_FILE
      file = load_data("Data/Notebook.rvdata2")[filename + ".txt"]
    else
      file = File.open("Notebook/#{filename}.txt", "r") {|a| a.read }
    end
    new_text = ""
    width_taken = 0
    height_taken = 0
    file.gsub!(/\r\n/i, " ")
    file.gsub!(/\\line/i, " \\xjet ")
    file.each_word {|word|
      width_taken += self.contents.text_size("#{word} ").width
      if word == "\\xjet"
        width_taken = 0
        new_text.concat("\n")
        height_taken += NOTEBOOK_WLH
      elsif width_taken > self.width - 32
        width_taken = 0
        new_text.concat("\n#{word} ")
        width_taken += self.contents.text_size("#{word} ").width
        height_taken += NOTEBOOK_WLH
      else
        new_text.concat("#{word} ")
      end
    }
    @file_text = new_text
    @height_taken = height_taken
    self.contents = Bitmap.new(self.width - 32, @height_taken + 32)
  end
end

#==============================================================================
# ** Window_NoteCommand
#------------------------------------------------------------------------------
#  This window is the selection window for the notebook entries.
#==============================================================================

class Window_NoteCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Form list of commands
  #--------------------------------------------------------------------------
  def make_command_list
    for entry in $game_system.notebook_entries
      add_command(entry, :entry)
    end
  end
end

#==============================================================================
# ** Window_Entries
#------------------------------------------------------------------------------
#  This window displays the number of entries in the notebook database.
#==============================================================================

class Window_Entries < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, Graphics.height - 54, 160, 54)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh window
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    contents.font.color = system_color
    contents.draw_text(0, 0, 100, 24, "Entries:")
    contents.font.color = normal_color
    contents.draw_text(104, 0, 40, 24, $game_system.notebook_entries.size, 1)
  end
end

#==============================================================================
# ** Scene_Gameover
#------------------------------------------------------------------------------
#  This class performs notebook screen processing.
#==============================================================================

class Scene_Notebook < Scene_Base
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    if $game_system.notebook_entries.empty?
      return_scene
    end
    super
    @help_window = Window_Help.new
    @help_window.set_text(Notebook::NOTEBOOK_NAME)
    @command_window = Window_NoteCommand.new(0, 0)
    @command_window.height = Graphics.height - 110
    @command_window.y = @help_window.height
    @entries_window = Window_Entries.new
    @notebook_window = Window_Notebook.new($game_system.notebook_entries[0])
    @command_window.height = Graphics.height - (@entries_window.height +
     @help_window.height)
    @notebook_window.y = @command_window.y
    @notebook_window.height = Graphics.height - @help_window.height
  end
  #--------------------------------------------------------------------------
  # * Frame update
  #--------------------------------------------------------------------------
  def update
    old_index = @command_window.index
    super
    if old_index != @command_window.index
      @notebook_window.refresh(@command_window.current_data[:name])
    end
    @notebook_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      SceneManager.goto(Scene_Map)
    end
    if @notebook_window.contents.height > @notebook_window.height - 32
      wlh = Notebook::NOTEBOOK_WLH
      if Input.trigger?(Input::RIGHT)
        @notebook_window.oy = [@notebook_window.oy + wlh,
          @notebook_window.contents.height - @notebook_window.height + 32].min
      elsif Input.trigger?(Input::LEFT)
        @notebook_window.oy = [@notebook_window.oy - wlh, 0].max
      end
    end
  end
end

#===============================================================================
#
# END OF SCRIPT
#
#===============================================================================

Bueno, les agradecería mucho si me pudieran ayudar, y lamento las molestias.

No es culpa del script que no puedas usar el teclado en español, es más bien del archivo .txt con el que escribes las cosas del diario. Eso se arregla fácilmente de esta forma: cuando vayas a guardar el archivo de texto, hay una pestañita donde te pone el formato, normalmente lo guarda en ANSI. Así que lo que tienes que hacer es cambiarlo a UTF-8, y en teoría tendrían que verse ya los acentos y símbolos de nuestro idioma.

Es un problema común en los scripts que llaman a archivos de texto externos, pero en teoría esta solución debería bastar.
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Oscar92player
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RPG Maker VX ACE Re: [AYUDA] Script "Notebook Menu"

Mensaje por NodameRinn el 2017-12-03, 18:33

@Oscar92player gracias por responderme, ya me funciona bien, muchas gracias.
De alguna forma sabía que la forma de resolverlo iba a ser muy fácil pero no creí que tanto XD (eso si fue vergonzoso), en fin gracias por tomarte tu tiempo.
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RPG Maker VX ACE Re: [AYUDA] Script "Notebook Menu"

Mensaje por Oscar92player el 2017-12-03, 19:15

@NodameRinn escribió:@Oscar92player gracias por responderme, ya me funciona bien, muchas gracias.
De alguna forma sabía que la forma de resolverlo iba a ser muy fácil pero no creí que tanto XD (eso si fue vergonzoso), en fin gracias por tomarte tu tiempo.

Nada, nada, sólo un pequeño empujoncito.

Resulta que en todos los Makers hay algún script que requiere que se llame a algún archivo de texto externo, en formato .txt del bloc de notas (algunos de Notebooks o Diarios, como el tuyo), y en casi todos esos scripts, ocurre el mismo problema. Pero no porque estén mal programados, sino por el hecho de que el propio archivo .txt no puede enviar esa información al juego correctamente a no ser que se guarde como UTF-8, que acepta símbolos, acentos y demás que en ANSI no estarían permitidos (de hecho, el bloc de notas te da un aviso si escribes código, y vas a guardarlo, cuando hay símbolos no soportados en ANSI).

Normalmente, es poco probable encontrar una solución a esto tan a la ligera (y a mí me costó su tiempo también con uno o dos scripts parecidos), así que tan sencillo realmente, no es. Sólo cuestión de experiencia.
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