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Kayzee

Word Wrapping Message Boxes

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Translates to me as "I'm lazy, let the other guy do the work" ;D

 

Nah, whatever. But I don't think that this is quite such an easy thing to "fix" since the 1024 sounds like a technical limit to me, not like a "bug" from the scripter that he should "fix." Anyway, there's white-space mode, so you would just have to write on in the next line and the script would still treat that line break as a space. Have you tried this?

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Hmm I never heard of a limit like that... so since whitespace mode works I guess it must manually enter a linebreak somewhere? I will look into it.

 

Edit: Oh, I guess you mean the text input in the editor inserts linebreaks past 1024 characters. That's not something I can really fix if that's true. I guess whitespace mode will have to do.

 

BTW, I should make an way to collapse spaces as well. Problem with my use of control codes is that you can't do stuff like

 

"\brthis\brIs silly."

 

and there are problems with spaces showing up at the start of the line with

 

"this\br

is silly"

 

and

 

"\br this \br is silly"

 

I think I will do that next.

 

Edit: Finished! Now there is version five!

Edited by KilloZapit

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I'm kind of curious what was being done with 1000 characters in a line in the first place, seeing how unless you were using font size 1 you probably aren't going to have more than 50 characters per line.

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http://molegato.wordpress.com/category/scripts/

 

Apparently this dude made a similar script about a month before this one was released, and has another option or two included. You should see if the code is adaptable to make it more stable and maybe include the same options in your script or even expand upon it for any future versions. I'm still using yours. I know it works and that's good enough for me, heh.

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I'm kind of curious what was being done with 1000 characters in a line in the first place, seeing how unless you were using font size 1 you probably aren't going to have more than 50 characters per line.

I guess you don't know what this script is. It lets you type everything on one line in the text input box. Then when you activate the text during a game, the script automatically creates line breaks and any additional text windows for you so you don't have to do manual line breaks yourself or multiple text windows in the event.

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http://molegato.word...tegory/scripts/

 

Apparently this dude made a similar script about a month before this one was released, and has another option or two included. You should see if the code is adaptable to make it more stable and maybe include the same options in your script or even expand upon it for any future versions. I'm still using yours. I know it works and that's good enough for me, heh.

I'd certainly like to see the vertical window size auto reduce feature added here.

Edited by solaris32

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http://molegato.wordpress.com/category/scripts/

 

Apparently this dude made a similar script about a month before this one was released, and has another option or two included. You should see if the code is adaptable to make it more stable and maybe include the same options in your script or even expand upon it for any future versions. I'm still using yours. I know it works and that's good enough for me, heh.

 

Hmm... that script doesn't really properly count wordsize or take into account escape characters like mine... I am not sure if message box resizing should be included in my script, just because it seems like it would be better as it's own script. It's gonna be kind of hard doing it my way to figure out the number of lines to use before the text is processed, unless it is done twice, which is not impossible I guess. Plus it might have some incompatibilities with other scripts. It is worth thinking about though!

Edited by KilloZapit

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Hey quick request. There's an Item Encyclopedia script that allows you to write notes on the item via notetags, but it can get annoying spacing out the messages correctly, and the way it draws text seems to ignore Word Wrapping from your script. Think you could alter it or make a patch that changes the way it draws text so it will work with your script?

 

It's actually two scripts (the customization module is separate from the actual script).

 

#==============================================================================
# ■ RGSS3 Item Encyclopedia Ver 1.00 Initial settings
#------------------------------------------------------------------------------
#  Author:
#	 White Demon / White Mage http://izumiwhite.web.fc2.com/
#
#   Translated By:
#	 Elemental Crisis http://RPGMakerVXAce.com
#
#  Terms of Use:
#	 Only available to registered users of RPG Maker VX Ace.
#	 There is no need to report on usage or to display copyright attribution.
#	 Feel free to modify.
#	 Author not responsible for any problems caused by using this script.
#==============================================================================
#-------------------------------------------------------------------------------
# ★ Initial settings.
#-------------------------------------------------------------------------------
module WD_itemdictionary_layout
#===Layout Settins For Each Item===============================================
#
#   *_***_display	   : true - Display false - Hidden.
#   *_***_display_x	 : X coordinate of display position.
#   *_***_display_y	 : Y coordinate of display position.
#   *_***_display_width : Text display width.
#   *_***_display_text* : Text display.
#
#==============================================================================
#===Global Settings============================================================
 #Font size
 C_font_size = 20
#===Item Settings==============================================================
 #Number Display
 I_id_display	    = true
 I_id_display_x	  = 0
 I_id_display_y	  = 0
 I_id_display_width  = 60
 I_id_display_digit  = 3 #Digit Number

 #Name Display
 I_name_display	    = true
 I_name_display_x	  = 84
 I_name_display_y	  = 0
 I_name_display_width  = 192
 #Price Display
 I_price_display	    = true
 I_price_display_x	  = 150
 I_price_display_y	  = 32
 I_price_display_width  = 136
 I_price_display_text1  = "Price"
 #Useability Display
 I_occasion_display	    = true
 I_occasion_display_x	  = 0
 I_occasion_display_y	  = 62
 I_occasion_display_width  = 140
 I_occasion_display_text1  = "Use"
 I_occasion_display_text2  = "Always"
 I_occasion_display_text3  = "Battle Only"
 I_occasion_display_text4  = "Field Only"
 I_occasion_display_text5  = "Never"
 #Consumables Display
 I_consumable_display	    = true
 I_consumable_display_x	  = 150
 I_consumable_display_y	  = 62
 I_consumable_display_width  = 140
 I_consumable_display_text1  = "Consumable"
 I_consumable_display_text2  = "Yes"
 I_consumable_display_text3  = "No"
 #Options Display
 I_option_display	   = true
 I_option_display_x	 = 0
 I_option_display_y	 = 92
 I_option_display_width = 286
 I_option_display_text1 = "Notes"
 I_option_display_text2 = "No Notes"
#===Weapon Settings===========================================================
 #Number Display
 W_id_display	    = true
 W_id_display_x	  = 0
 W_id_display_y	  = 0
 W_id_display_width  = 60
 W_id_display_digit  = 3 #Digit Number
 #Name Display
 W_name_display	    = true
 W_name_display_x	  = 84
 W_name_display_y	  = 0
 W_name_display_width  = 172
 #Type Display
 W_type_display	    = true
 W_type_display_x	  = 0
 W_type_display_y	  = 32
 W_type_display_width  = 136
 W_type_display_text1  = "Type"
 #Price Display
 W_price_display	   = true
 W_price_display_x	 = 150
 W_price_display_y	 = 32
 W_price_display_width = 136
 W_price_display_text1 = "Price"
 #Attack Display
 W_atk_display		 = true
 W_atk_display_x	   = 0
 W_atk_display_y	   = 62
 W_atk_display_width   = 136
 #Defense Display
 W_def_display		 = true
 W_def_display_x	   = 150
 W_def_display_y	   = 62
 W_def_display_width   = 136
 #Magic Power Display
 W_mat_display		 = true
 W_mat_display_x	   = 0
 W_mat_display_y	   = 82
 W_mat_display_width   = 136
 #Magic Defense Display
 W_mdf_display		 = true
 W_mdf_display_x	   = 150
 W_mdf_display_y	   = 82
 W_mdf_display_width   = 136
 #Agility Display
 W_agi_display		 = true
 W_agi_display_x	   = 0
 W_agi_display_y	   = 102
 W_agi_display_width   = 136
 #Luck Display
 W_luk_display		 = true
 W_luk_display_x	   = 150
 W_luk_display_y	   = 102
 W_luk_display_width   = 136
 #Maximum HP Display
 W_mhp_display		 = true
 W_mhp_display_x	   = 0
 W_mhp_display_y	   = 122
 W_mhp_display_width   = 136
 #Maximum MP Display
 W_mmp_display		 = true
 W_mmp_display_x	   = 150
 W_mmp_display_y	   = 122
 W_mmp_display_width   = 136
 #Option Display
 W_option_display	   = true
 W_option_display_x	 = 0
 W_option_display_y	 = 152
 W_option_display_width = 286
 W_option_display_text1 = "Notes"
 W_option_display_text2 = "No Notes"
#===Armor Settings============================================================
 #Numder Display
 A_id_display	    = true
 A_id_display_x	  = 0
 A_id_display_y	  = 0
 A_id_display_width  = 60
 A_id_display_digit  = 3 #Digit Number
 #Name Display
 A_name_display	    = true
 A_name_display_x	  = 84
 A_name_display_y	  = 0
 A_name_display_width  = 172
 #Type Display
 A_type_display	    = true
 A_type_display_x	  = 0
 A_type_display_y	  = 32
 A_type_display_width  = 136
 A_type_display_text1  = "Type"
 #Price Display
 A_price_display	   = true
 A_price_display_x	 = 150
 A_price_display_y	 = 32
 A_price_display_width = 136
 A_price_display_text1 = "Price"
 #Attack Display
 A_atk_display		 = true
 A_atk_display_x	   = 0
 A_atk_display_y	   = 62
 A_atk_display_width   = 136
 #Defense Display
 A_def_display		 = true
 A_def_display_x	   = 150
 A_def_display_y	   = 62
 A_def_display_width   = 136
 #Magic Power Display
 A_mat_display		 = true
 A_mat_display_x	   = 0
 A_mat_display_y	   = 82
 A_mat_display_width   = 136
 #Magic Defense Display
 A_mdf_display		 = true
 A_mdf_display_x	   = 150
 A_mdf_display_y	   = 82
 A_mdf_display_width   = 136
 #Agility Display
 A_agi_display		 = true
 A_agi_display_x	   = 0
 A_agi_display_y	   = 102
 A_agi_display_width   = 136
 #Luck Display
 A_luk_display		 = true
 A_luk_display_x	   = 150
 A_luk_display_y	   = 102
 A_luk_display_width   = 136
 #Maximum HP Display
 A_mhp_display		 = true
 A_mhp_display_x	   = 0
 A_mhp_display_y	   = 122
 A_mhp_display_width   = 136
 #Maximum MP Display
 A_mmp_display		 = true
 A_mmp_display_x	   = 150
 A_mmp_display_y	   = 122
 A_mmp_display_width   = 136
 #Option Display
 A_option_display	   = true
 A_option_display_x	 = 0
 A_option_display_y	 = 152
 A_option_display_width = 286
 A_option_display_text1 = "Notes"
 A_option_display_text2 = "No Notes"
end
#-------------------------------------------------------------------------------
# ★ Initial Settings End
#-------------------------------------------------------------------------------

 

And here's the actual script.

 

#==============================================================================
# ■ RGSS3 Item Encyclopedia Ver 1.00 Encyclopedia Script
#------------------------------------------------------------------------------
#  Author:
#	 White Demon / White Mage http://izumiwhite.web.fc2.com/
#
#   Translated By:
#	 Elemental Crisis http://RPGMakerVXAce.com
#
#  Terms of Use:
#	 Only available to registered users of RPG Maker VX Ace.
#	 There is no need to report on usage or to display copyright attribution.
#	 Feel free to modify.
#	 Author not responsible for any problems caused by using this script.
#==============================================================================
#==============================================================================
# â–  WD_itemdictionary
#------------------------------------------------------------------------------
#  Common methods for encyclopedia items.
#==============================================================================
module WD_itemdictionary
 def i_dictionary_switch_on(id)
$game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil
$game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil
$game_system.i_dic_sw[id] = true
 end
 def i_dictionary_switch_off(id)
$game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil
$game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil
$game_system.i_dic_sw[id] = false
 end
 def i_dictionary_switch_on?(id)
$game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil
$game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil
return $game_system.i_dic_sw[id]
 end
 def w_dictionary_switch_on(id)
$game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil
$game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil
$game_system.w_dic_sw[id] = true
 end
 def w_dictionary_switch_off(id)
$game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil
$game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil
$game_system.w_dic_sw[id] = false
 end
 def w_dictionary_switch_on?(id)
$game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil
$game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil
return $game_system.w_dic_sw[id]
 end
 def a_dictionary_switch_on(id)
$game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil
$game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil
$game_system.a_dic_sw[id] = true
 end
 def a_dictionary_switch_off(id)
$game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil
$game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil
$game_system.a_dic_sw[id] = false
 end
 def a_dictionary_switch_on?(id)
$game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil
$game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil
return $game_system.a_dic_sw[id]
 end
 def t_dictionary_switch_on(item)
if item.is_a?(RPG::Item)
  i_dictionary_switch_on(item.id)
end
if item.is_a?(RPG::Weapon)
  w_dictionary_switch_on(item.id)
end
if item.is_a?(RPG::Armor)
  a_dictionary_switch_on(item.id)
end
 end
 def t_dictionary_switch_on?(item)
if item.is_a?(RPG::Item)
  return i_dictionary_switch_on?(item.id)
end
if item.is_a?(RPG::Weapon)
  return w_dictionary_switch_on?(item.id)
end
if item.is_a?(RPG::Armor)
  return a_dictionary_switch_on?(item.id)
end
 end
 def print_dictionary?(item)
if item != nil
  if item.name.size > 0
	hantei = /<Exclude>/ =~ item.note
	if hantei == nil
	  return true
	end
  end
end
return false
 end
 def item_dictionary_perfection
dic_max = 0
dic_num = 0
$data_items.each do |item|
  if print_dictionary?(item)
	dic_max += 1
	if i_dictionary_switch_on?(item.id) == true
	  dic_num += 1
	end
  end
end
$data_weapons.each do |item|
  if print_dictionary?(item)
	dic_max += 1
	if w_dictionary_switch_on?(item.id) == true
	  dic_num += 1
	end
  end
end
$data_armors.each do |item|
  if print_dictionary?(item)
	dic_max += 1
	if a_dictionary_switch_on?(item.id) == true
	  dic_num += 1
	end
  end
end
return (100*dic_num)/dic_max
 end
end
class Game_Interpreter
 include WD_itemdictionary
end
class Game_System
 #--------------------------------------------------------------------------
 # â— Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :i_dic_sw
 attr_accessor :w_dic_sw
 attr_accessor :a_dic_sw
 #--------------------------------------------------------------------------
 # â— Object Initialization
 #--------------------------------------------------------------------------
 alias wd_orig_initialize001 initialize
 def initialize
wd_orig_initialize001
@i_dic_sw = []
@w_dic_sw = []
@a_dic_sw = []
 end
end
class Game_Party < Game_Unit
 include WD_itemdictionary
 #--------------------------------------------------------------------------
 # â— Items Increased (Decreased)
 #	 include_equip : Includes Equipment
 #--------------------------------------------------------------------------
 alias wd_orig_gain_item001 gain_item
 def gain_item(item, amount, include_equip = false)  
wd_orig_gain_item001(item, amount, include_equip = false)
if amount > 0
  t_dictionary_switch_on(item)
end
 end
end

#==============================================================================
# â–  Scene_ItemDictionary
#------------------------------------------------------------------------------
#  Class for processing items.
#==============================================================================
class Scene_ItemDictionary < Scene_ItemBase
 #--------------------------------------------------------------------------
 # â— Start
 #--------------------------------------------------------------------------
 def start
super
create_help_window
create_category_window
create_status_window
create_item_window
create_perfection_window
 end
 #--------------------------------------------------------------------------
 # â— Create Category Window
 #--------------------------------------------------------------------------
 def create_category_window
@category_window = Window_ItemCategory.new
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.y = @help_window.height
@category_window.set_handler(:ok,	 method(:on_category_ok))
@category_window.set_handler(:cancel, method(:return_scene))
 end
 #--------------------------------------------------------------------------
 # â— Create Item Window
 #--------------------------------------------------------------------------
 def create_item_window
wy = @category_window.y + @category_window.height
wh = Graphics.height - wy - 48
@item_window = Window_ItemDictionaryList.new(Graphics.width-172-80, wy, 172+80, wh) # EDITED LINE "48" "80"
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.status_window = @status_window
@item_window.set_handler(:cancel, method(:on_item_cancel))
@category_window.item_window = @item_window
 end
 #--------------------------------------------------------------------------
 # â— Create Status Window
 #--------------------------------------------------------------------------
 def create_status_window
wy = @category_window.y + @category_window.height
wh = Graphics.height - wy
@status_window = Window_ItemDictionaryStatus.new(0, wy, Graphics.width-172-80, wh) # EDITED LINE "48" "80"
@status_window.viewport = @viewport
@status_window.set_item(nil)
 end
 #--------------------------------------------------------------------------
 # â— Create Completion Percent Window
 #--------------------------------------------------------------------------
 def create_perfection_window
wy = @item_window.y + @item_window.height
wh = 48
@perfection_window = Window_ItemDictionaryPerfection.new(Graphics.width-172-80, wy, 172+80, wh) # EDITED LINE "48" "80"
@perfection_window.viewport = @viewport
 end
 #--------------------------------------------------------------------------
 # â— Category [Decision]
 #--------------------------------------------------------------------------
 def on_category_ok
@item_window.activate
@item_window.select_last
 end
 #--------------------------------------------------------------------------
 # â— Item [Cancellation]
 #--------------------------------------------------------------------------
 def on_item_cancel
@item_window.unselect
@category_window.activate
@status_window.set_item(nil)
 end
end

#==============================================================================
# â–  Window_ItemDictionaryList
#------------------------------------------------------------------------------
#  Class for displaying all items in the encyclopedia.
#==============================================================================
class Window_ItemDictionaryList < Window_Selectable
 include WD_itemdictionary
 #--------------------------------------------------------------------------
 # â— Object Initialization
 #--------------------------------------------------------------------------
 def initialize(x, y, width, height)
super
@category = :none
@data = []
 end
 #--------------------------------------------------------------------------
 # â— Set Category
 #--------------------------------------------------------------------------
 def category=(category)
return if @category == category
@category = category
refresh
self.oy = 0
 end
 #--------------------------------------------------------------------------
 # â— GetNumber Of Digits
 #--------------------------------------------------------------------------
 def col_max
return 1
 end
 #--------------------------------------------------------------------------
 # â— Get Number Of Items
 #--------------------------------------------------------------------------
 def item_max
@data ? @data.size : 1
 end
 #--------------------------------------------------------------------------
 # â— Get Item
 #--------------------------------------------------------------------------
 def item
@data && index >= 0 ? @data[index] : nil
 end
 #--------------------------------------------------------------------------
 # â— Get Enabled State Of Current Selection
 #--------------------------------------------------------------------------
 def current_item_enabled?
enable?(@data[index])
 end
 #--------------------------------------------------------------------------
 # â— Include Items/Weapons/Armor
 #--------------------------------------------------------------------------
 def include?(item)
case @category
when :item
  item.is_a?(RPG::Item) && !item.key_item?
when :weapon
  item.is_a?(RPG::Weapon)
when :armor
  item.is_a?(RPG::Armor)
when :key_item
  item.is_a?(RPG::Item) && item.key_item?
else
  false
end
 end
 #--------------------------------------------------------------------------
 # â— Include Items From List
 #--------------------------------------------------------------------------
 def make_item_list
@data = []
$data_items.each do |item|
  if print_dictionary?(item)
	@data.push(item) if include?(item)
  end
end
$data_weapons.each do |item|
  if print_dictionary?(item)
	@data.push(item) if include?(item)
  end
end
$data_armors.each do |item|
  if print_dictionary?(item)
	@data.push(item) if include?(item)
  end
end
@data.push(nil) if include?(nil)
 end
 #--------------------------------------------------------------------------
 # â— Return To Last Selected Position
 #--------------------------------------------------------------------------
 def select_last
select(0)
 end
 #--------------------------------------------------------------------------
 # â— Draw Item
 #--------------------------------------------------------------------------
 def draw_item(index)
item = @data[index]
if item
  rect = item_rect(index)
  rect.width -= 4
  if t_dictionary_switch_on?(item)
	change_color(normal_color, true)
	draw_item_name(item, rect.x, rect.y, true)
  else
	change_color(normal_color, false)
	draw_text(rect.x + 24, rect.y, 172, line_height, "????????")
  end
end
 end
 #--------------------------------------------------------------------------
 # â— Update Help Text
 #--------------------------------------------------------------------------
 def update_help
if t_dictionary_switch_on?(item)
  @help_window.set_item(item)
  @status_window.set_item(item, @index, true)
else
  @help_window.set_text("Find this item to learn more.")
  @status_window.set_item(item, @index, false)
end
 end
 #--------------------------------------------------------------------------
 # â— Refresh
 #--------------------------------------------------------------------------
 def refresh
make_item_list
create_contents
draw_all_items
 end
 #--------------------------------------------------------------------------
 # â— Status Window Setting
 #--------------------------------------------------------------------------
 def status_window=(status_window)
@status_window = status_window
 end
end
#==============================================================================
# â–  Window_ItemDictionaryPerfection
#------------------------------------------------------------------------------
#  Class for displaying the current encyclopedia completion percent.
#==============================================================================
class Window_ItemDictionaryPerfection < Window_Selectable
 include WD_itemdictionary
 #--------------------------------------------------------------------------
 # â— Object Initialization
 #--------------------------------------------------------------------------
 def initialize(x, y, width, height)
super
refresh(width)
 end
 #--------------------------------------------------------------------------
 # â— Refresh
 #--------------------------------------------------------------------------
 def refresh(width)
contents.clear
draw_text(0, 0, width-24, line_height, "Complete: #{item_dictionary_perfection} %", 1)
 end
end

#==============================================================================
# â–  Window_ItemDictionaryStatus
#------------------------------------------------------------------------------
#  Class for displaying the details of an item in the encyclopedia.
#==============================================================================
class Window_ItemDictionaryStatus < Window_Selectable
 include WD_itemdictionary
 #--------------------------------------------------------------------------
 # â— Object Initialization
 #--------------------------------------------------------------------------
 def initialize(x, y, width, height)
super
@item = nil
refresh
 end
 #--------------------------------------------------------------------------
 # â— Item Settings
 #--------------------------------------------------------------------------
 def set_item(item, index=-1, print=false)
return if ((@item == item) and (@index == index))
@item = item
@index = index
@print = print
refresh
 end
 #--------------------------------------------------------------------------
 # â— Refresh
 #--------------------------------------------------------------------------
 def refresh
contents.clear
contents.font.size = 24
if @print
  if @item.is_a?(RPG::Item)
	if WD_itemdictionary_layout::I_id_display
	  text1  = sprintf("%0#{WD_itemdictionary_layout::I_id_display_digit}d"+":",@index+1)
	  x	  = WD_itemdictionary_layout::I_id_display_x
	  y	  = WD_itemdictionary_layout::I_id_display_y
	  width  = WD_itemdictionary_layout::I_id_display_width
	  height = line_height
	  draw_text(x, y, width, height, text1, 0)
	end
	if WD_itemdictionary_layout::I_name_display
	  x	  = WD_itemdictionary_layout::I_name_display_x
	  y	  = WD_itemdictionary_layout::I_name_display_y
	  draw_item_name(@item, x, y, true)
	end
	font_size = WD_itemdictionary_layout::C_font_size
	contents.font.size = font_size
	if WD_itemdictionary_layout::I_price_display
	  text1  = WD_itemdictionary_layout::I_price_display_text1
	  text2  = @item.price
	  text3  = Vocab::currency_unit
	  x	  = WD_itemdictionary_layout::I_price_display_x
	  y	  = WD_itemdictionary_layout::I_price_display_y
	  width  = WD_itemdictionary_layout::I_price_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  cx = text_size(Vocab::currency_unit).width
	  change_color(normal_color)
	  draw_text(x, y, width - cx - 2, font_size, text2, 2)
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text3, 2)
	  change_color(normal_color)
	end
	if WD_itemdictionary_layout::I_occasion_display
	  text1  = WD_itemdictionary_layout::I_occasion_display_text1
	  text2  = WD_itemdictionary_layout::I_occasion_display_text2
	  text3  = WD_itemdictionary_layout::I_occasion_display_text3
	  text4  = WD_itemdictionary_layout::I_occasion_display_text4
	  text5  = WD_itemdictionary_layout::I_occasion_display_text5
	  x	  = WD_itemdictionary_layout::I_occasion_display_x
	  y	  = WD_itemdictionary_layout::I_occasion_display_y
	  width  = WD_itemdictionary_layout::I_occasion_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  case @item.occasion
	  when 0
		draw_text(x, y, width, font_size, text2, 2)
	  when 1
		draw_text(x, y, width, font_size, text3, 2)
	  when 2
		draw_text(x, y, width, font_size, text4, 2)
	  when 3
		draw_text(x, y, width, font_size, text5, 2)
	  end
	end
	if WD_itemdictionary_layout::I_consumable_display
	  text1  = WD_itemdictionary_layout::I_consumable_display_text1
	  text2  = WD_itemdictionary_layout::I_consumable_display_text2
	  text3  = WD_itemdictionary_layout::I_consumable_display_text3
	  x	  = WD_itemdictionary_layout::I_consumable_display_x
	  y	  = WD_itemdictionary_layout::I_consumable_display_y
	  width  = WD_itemdictionary_layout::I_consumable_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  if @item.consumable
		draw_text(x, y, width, font_size, text2, 2)
	  else
		draw_text(x, y, width, font_size, text3, 2)
	  end
	end
	if WD_itemdictionary_layout::I_option_display
	  text1  = WD_itemdictionary_layout::I_option_display_text1
	  text2  = WD_itemdictionary_layout::I_option_display_text2
	  x	  = WD_itemdictionary_layout::I_option_display_x
	  y	  = WD_itemdictionary_layout::I_option_display_y
	  width  = WD_itemdictionary_layout::I_option_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  i = 0
	  @item.note.scan(/<Note:(.*)>/){|matched|
		i += 1
		self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
	   }
	  if i == 0
		self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
	  end
	end
  elsif @item.is_a?(RPG::Weapon)
	if WD_itemdictionary_layout::W_id_display
	  text1  = sprintf("%0#{WD_itemdictionary_layout::W_id_display_digit}d"+":",@index+1)
	  x	  = WD_itemdictionary_layout::W_id_display_x
	  y	  = WD_itemdictionary_layout::W_id_display_y
	  width  = WD_itemdictionary_layout::W_id_display_width
	  height = line_height
	  draw_text(x, y, width, height, text1, 0)
	end
	if WD_itemdictionary_layout::W_name_display
	  x	  = WD_itemdictionary_layout::W_name_display_x
	  y	  = WD_itemdictionary_layout::W_name_display_y
	  draw_item_name(@item, x, y, true)
	end
	font_size = WD_itemdictionary_layout::C_font_size
	contents.font.size = font_size
	if WD_itemdictionary_layout::W_type_display
	  text1  = WD_itemdictionary_layout::W_type_display_text1
	  text2  = $data_system.weapon_types[@item.wtype_id]
	  x	  = WD_itemdictionary_layout::W_type_display_x
	  y	  = WD_itemdictionary_layout::W_type_display_y
	  width  = WD_itemdictionary_layout::W_type_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::W_price_display
	  text1  = WD_itemdictionary_layout::W_price_display_text1
	  text2  = @item.price
	  text3  = Vocab::currency_unit
	  x	  = WD_itemdictionary_layout::W_price_display_x
	  y	  = WD_itemdictionary_layout::W_price_display_y
	  width  = WD_itemdictionary_layout::W_price_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  cx = text_size(Vocab::currency_unit).width
	  change_color(normal_color)
	  draw_text(x, y, width - cx - 2, font_size, text2, 2)
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text3, 2)
	  change_color(normal_color)
	end
	if WD_itemdictionary_layout::W_atk_display
	  text1  = Vocab::param(2)
	  text2  = @item.params[2]
	  x	  = WD_itemdictionary_layout::W_atk_display_x
	  y	  = WD_itemdictionary_layout::W_atk_display_y
	  width  = WD_itemdictionary_layout::W_atk_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::W_def_display
	  text1  = Vocab::param(3)
	  text2  = @item.params[3]
	  x	  = WD_itemdictionary_layout::W_def_display_x
	  y	  = WD_itemdictionary_layout::W_def_display_y
	  width  = WD_itemdictionary_layout::W_def_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::W_mat_display
	  text1  = Vocab::param(4)
	  text2  = @item.params[4]
	  x	  = WD_itemdictionary_layout::W_mat_display_x
	  y	  = WD_itemdictionary_layout::W_mat_display_y
	  width  = WD_itemdictionary_layout::W_mat_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::W_mdf_display
	  text1  = Vocab::param(5)
	  text2  = @item.params[5]
	  x	  = WD_itemdictionary_layout::W_mdf_display_x
	  y	  = WD_itemdictionary_layout::W_mdf_display_y
	  width  = WD_itemdictionary_layout::W_mdf_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::W_agi_display
	  text1  = Vocab::param(6)
	  text2  = @item.params[6]
	  x	  = WD_itemdictionary_layout::W_agi_display_x
	  y	  = WD_itemdictionary_layout::W_agi_display_y
	  width  = WD_itemdictionary_layout::W_agi_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::W_luk_display
	  text1  = Vocab::param(7)
	  text2  = @item.params[7]
	  x	  = WD_itemdictionary_layout::W_luk_display_x
	  y	  = WD_itemdictionary_layout::W_luk_display_y
	  width  = WD_itemdictionary_layout::W_luk_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::W_mhp_display
	  text1  = Vocab::param(0)
	  text2  = @item.params[0]
	  x	  = WD_itemdictionary_layout::W_mhp_display_x
	  y	  = WD_itemdictionary_layout::W_mhp_display_y
	  width  = WD_itemdictionary_layout::W_mhp_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::W_mmp_display
	  text1  = Vocab::param(1)
	  text2  = @item.params[1]
	  x	  = WD_itemdictionary_layout::W_mmp_display_x
	  y	  = WD_itemdictionary_layout::W_mmp_display_y
	  width  = WD_itemdictionary_layout::W_mmp_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::W_option_display
	  text1  = WD_itemdictionary_layout::W_option_display_text1
	  text2  = WD_itemdictionary_layout::W_option_display_text2
	  x	  = WD_itemdictionary_layout::W_option_display_x
	  y	  = WD_itemdictionary_layout::W_option_display_y
	  width  = WD_itemdictionary_layout::W_option_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  i = 0
	  @item.note.scan(/<Note:(.*)>/){|matched|
		i += 1
		self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
	   }
	  if i == 0
		self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
	  end
	end
  elsif @item.is_a?(RPG::Armor)
	if WD_itemdictionary_layout::A_id_display
	  text1  = sprintf("%0#{WD_itemdictionary_layout::A_id_display_digit}d"+":",@index+1)
	  x	  = WD_itemdictionary_layout::A_id_display_x
	  y	  = WD_itemdictionary_layout::A_id_display_y
	  width  = WD_itemdictionary_layout::A_id_display_width
	  height = line_height
	  draw_text(x, y, width, height, text1, 0)
	end
	if WD_itemdictionary_layout::A_name_display
	  x	  = WD_itemdictionary_layout::A_name_display_x
	  y	  = WD_itemdictionary_layout::A_name_display_y
	  draw_item_name(@item, x, y, true)
	end
	font_size = WD_itemdictionary_layout::C_font_size
	contents.font.size = font_size
	if WD_itemdictionary_layout::A_type_display
	  text1  = WD_itemdictionary_layout::A_type_display_text1
	  text2  = $data_system.armor_types[@item.atype_id]
	  x	  = WD_itemdictionary_layout::A_type_display_x
	  y	  = WD_itemdictionary_layout::A_type_display_y
	  width  = WD_itemdictionary_layout::A_type_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::A_price_display
	  text1  = WD_itemdictionary_layout::A_price_display_text1
	  text2  = @item.price
	  text3  = Vocab::currency_unit
	  x	  = WD_itemdictionary_layout::A_price_display_x
	  y	  = WD_itemdictionary_layout::A_price_display_y
	  width  = WD_itemdictionary_layout::A_price_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  cx = text_size(Vocab::currency_unit).width
	  change_color(normal_color)
	  draw_text(x, y, width - cx - 2, font_size, text2, 2)
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text3, 2)
	  change_color(normal_color)
	end
	if WD_itemdictionary_layout::A_atk_display
	  text1  = Vocab::param(2)
	  text2  = @item.params[2]
	  x	  = WD_itemdictionary_layout::A_atk_display_x
	  y	  = WD_itemdictionary_layout::A_atk_display_y
	  width  = WD_itemdictionary_layout::A_atk_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::A_def_display
	  text1  = Vocab::param(3)
	  text2  = @item.params[3]
	  x	  = WD_itemdictionary_layout::A_def_display_x
	  y	  = WD_itemdictionary_layout::A_def_display_y
	  width  = WD_itemdictionary_layout::A_def_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::A_mat_display
	  text1  = Vocab::param(4)
	  text2  = @item.params[4]
	  x	  = WD_itemdictionary_layout::A_mat_display_x
	  y	  = WD_itemdictionary_layout::A_mat_display_y
	  width  = WD_itemdictionary_layout::A_mat_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::A_mdf_display
	  text1  = Vocab::param(5)
	  text2  = @item.params[5]
	  x	  = WD_itemdictionary_layout::A_mdf_display_x
	  y	  = WD_itemdictionary_layout::A_mdf_display_y
	  width  = WD_itemdictionary_layout::A_mdf_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::A_agi_display
	  text1  = Vocab::param(6)
	  text2  = @item.params[6]
	  x	  = WD_itemdictionary_layout::A_agi_display_x
	  y	  = WD_itemdictionary_layout::A_agi_display_y
	  width  = WD_itemdictionary_layout::A_agi_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::A_luk_display
	  text1  = Vocab::param(7)
	  text2  = @item.params[7]
	  x	  = WD_itemdictionary_layout::A_luk_display_x
	  y	  = WD_itemdictionary_layout::A_luk_display_y
	  width  = WD_itemdictionary_layout::A_luk_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::A_mhp_display
	  text1  = Vocab::param(0)
	  text2  = @item.params[0]
	  x	  = WD_itemdictionary_layout::A_mhp_display_x
	  y	  = WD_itemdictionary_layout::A_mhp_display_y
	  width  = WD_itemdictionary_layout::A_mhp_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::A_mmp_display
	  text1  = Vocab::param(1)
	  text2  = @item.params[1]
	  x	  = WD_itemdictionary_layout::A_mmp_display_x
	  y	  = WD_itemdictionary_layout::A_mmp_display_y
	  width  = WD_itemdictionary_layout::A_mmp_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  draw_text(x, y, width, font_size, text2, 2)
	end
	if WD_itemdictionary_layout::A_option_display
	  text1  = WD_itemdictionary_layout::A_option_display_text1
	  text2  = WD_itemdictionary_layout::A_option_display_text2
	  x	  = WD_itemdictionary_layout::A_option_display_x
	  y	  = WD_itemdictionary_layout::A_option_display_y
	  width  = WD_itemdictionary_layout::A_option_display_width
	  change_color(system_color)
	  draw_text(x, y, width, font_size, text1, 0)
	  change_color(normal_color)
	  i = 0
	  @item.note.scan(/<Note:(.*)>/){|matched|
		i += 1
		self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
	   }
	  if i == 0
		self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
	  end
	end
  end
elsif @item != nil
  if @item.is_a?(RPG::Item)
	if WD_itemdictionary_layout::I_id_display
	  text1  = sprintf("%0#{WD_itemdictionary_layout::I_id_display_digit}d"+":",@index+1)
	  x	  = WD_itemdictionary_layout::I_id_display_x
	  y	  = WD_itemdictionary_layout::I_id_display_y
	  width  = WD_itemdictionary_layout::I_id_display_width
	  height = line_height
	  draw_text(x, y, width, height, text1, 0)
	end
	if WD_itemdictionary_layout::I_name_display
	  text1  = "- No Data -"
	  x	  = WD_itemdictionary_layout::I_name_display_x
	  y	  = WD_itemdictionary_layout::I_name_display_y
	  width  = WD_itemdictionary_layout::I_name_display_width
	  height = line_height
	  draw_text(x, y, width, height, text1, 0)
	end
  end
  if @item.is_a?(RPG::Weapon)
	if WD_itemdictionary_layout::W_id_display
	  text1  = sprintf("%0#{WD_itemdictionary_layout::W_id_display_digit}d"+":",@index+1)
	  x	  = WD_itemdictionary_layout::W_id_display_x
	  y	  = WD_itemdictionary_layout::W_id_display_y
	  width  = WD_itemdictionary_layout::W_id_display_width
	  height = line_height
	  draw_text(x, y, width, height, text1, 0)
	end
	if WD_itemdictionary_layout::W_name_display
	  text1  = "- No Data -"
	  x	  = WD_itemdictionary_layout::W_name_display_x
	  y	  = WD_itemdictionary_layout::W_name_display_y
	  width  = WD_itemdictionary_layout::W_name_display_width
	  height = line_height
	  draw_text(x, y, width, height, text1, 0)
	end
  end
  if @item.is_a?(RPG::Armor)
	if WD_itemdictionary_layout::A_id_display
	  text1  = sprintf("%0#{WD_itemdictionary_layout::A_id_display_digit}d"+":",@index+1)
	  x	  = WD_itemdictionary_layout::A_id_display_x
	  y	  = WD_itemdictionary_layout::A_id_display_y
	  width  = WD_itemdictionary_layout::A_id_display_width
	  height = line_height
	  draw_text(x, y, width, height, text1, 0)
	end
	if WD_itemdictionary_layout::A_name_display
	  text1  = ""
	  x	  = WD_itemdictionary_layout::A_name_display_x
	  y	  = WD_itemdictionary_layout::A_name_display_y
	  width  = WD_itemdictionary_layout::A_name_display_width
	  height = line_height
	  draw_text(x, y, width, height, text1, 0)
	end
  end
end
 end
end

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Geez, you should really use spoiler tags for long bits of code...

 

Anyway you could try replacing this:

 

		if WD_itemdictionary_layout::A_option_display

text1 = WD_itemdictionary_layout::A_option_display_text1

text2 = WD_itemdictionary_layout::A_option_display_text2

x = WD_itemdictionary_layout::A_option_display_x

y = WD_itemdictionary_layout::A_option_display_y

width = WD_itemdictionary_layout::A_option_display_width

change_color(system_color)

draw_text(x, y, width, font_size, text1, 0)

change_color(normal_color)

i = 0

@item.note.scan(/<Note:(.*)>/){|matched|

i += 1

self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)

}

if i == 0

self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)

end

end

 

 

with this:

 

 

		if WD_itemdictionary_layout::A_option_display

text1 = WD_itemdictionary_layout::A_option_display_text1

text2 = WD_itemdictionary_layout::A_option_display_text2

x = WD_itemdictionary_layout::A_option_display_x

y = WD_itemdictionary_layout::A_option_display_y

width = WD_itemdictionary_layout::A_option_display_width

change_color(system_color)

draw_text(x, y, width, font_size, text1, 0)

change_color(normal_color)

s = ''

@item.note.scan(/<Note:(.+)>/){|matched|

s += matched

}

draw_text_ex(x + font_size, y + font_size, s)

end

end

 

 

Maybe I should work on giving draw_text_ex a width option sometime...

Edited by KilloZapit

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Sorry about that spoiler thing, there was no button for it when I was posting, at least not a clearly visible one. I see it's in "Special BBCode."

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[spoiler][/spoiler]

 

Use that BBCode for hiding text inside of spoilers.

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Just posting to say YIPPIE! I found this again! :D Lol I downloaded this script back when I first got RPGmaker and then erroneously thought it was causing an incompatibility glitch and deleted it. Had to make do with modern algebra's one since I never bookmarked the topic, but that doesn't take into account text box changes or work anywhere like in skills or custom screens like modified menus. This is the best text formatter in my opinion so thank you!!

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I am glad to help miss cute pink bunny thing!

*snuggles and pets the bunny then sprinkles it with dust*

Tee-hee

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Hehe, actually I'm a bunny but the character is a made up bat creature. Its meant to be the human(ish) form of the one in my signature :3 Oh and he's a boy despite being pink, but I'm actually a girl who prefers blue XD So confusing yush XD

But hehe thank you again, this is an awesome feature that really should have been default in Ace. It was so annoying to try and keep character limits per line and then have to edit over and over again when I accidentely wrote too much.

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Fun fact: In the Victorian era, pink was for boys and blue was for girls. It's true! :3

Edited by KilloZapit
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I knew that XD This guy is actually a prince in a fantasy setting so it's accurate XD

And also children of both genders used to be called 'girls' when they were toddlers and 'boy' started as sort of a general word for young servant or scribe. Like you'd yell 'Boy!' if you wanted the waiter to serve you. Not sure how they got to where they are nowadays, but back then it was only men who were 'servants' as opposed to cleaners or nursemaids or other specialized jobs so it probably got a masculine association over time.

The past is odd! (But yeah I'll shut up now cos I'm way offtopic XD)

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Any luck on making draw_text_ex methods work with this script yet, Killo?

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Oh sorry... I really havn't been working on it... it's a bit deeper involved then I want to get right now, and I have been working on other things...

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Is there any way you could have it so that the script doesn't have it place single words on their own lines? It's my biggest gripe with this as it makes the text look very awkward.

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Well if a word is to big to fit on the current line, all it can do is either break to a new line or let the word be cut off. I guess it would be possible for it to count two words ahead at the end of a paragraph or something. It really is kinda a thing that most word wrapping ends up doing sometimes. I notice it happening for html sometimes too for example.

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You could still manually break up your text like usual.

Edited by Tsukihime

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Yes, but if I was doing that, then there would be no point to using the script in the first place. Seeing as it's intention is to save you time checking all of your text. Which for a game as dialogue heavy as mine will save me 80 or more hours in the long run.

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So you're saying basically every other line needs to be manually broken up because the script can't figure out that two words are supposed to go together? If it's just one out of every hundred lines, it's still saving you 99% effort.

 

The script uses a very simple heuristic (relative to the complexity of human language anyways) to determine whether a line should be broken. It's not like the script parses the sentence and looks up context to determine whether two words should go together or not.

 

Alternatively, you could always re-word your sentence so that the problematic words are placed on a new line together.

Edited by Tsukihime

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