I tried to put the this.createDummy(); on the first line of the Scene_InputDialog.prototype.textWrap function.
Now I have a TypeError: Cannot read property "AddChild" of undefined. I don't know why.
I tried to insert the things in this way,
I have a TypeError: undefined is not a function.
For this attempts I am using the demo of RS_InputDialog so I don't think is a problem of my game or a script I inserted.
Thank you for your support and your fast reply!
I wanted to try the Quxios solution but I saw 404 in Github and the quasixi.com site closed,so...I don't know how can I find the plugin.
I thought a replace solution with a script After inserting the line,but maybe I was doing mistakes in doing It.
Can you show me a Example?
Thanks so much!
I tried even that.
About the \n inside the string I Need to do automatically instead manually because when a person insert the 160 character he do all in-game so I mustn't edit later the string,because I won't make that string.
About the text width I can do that thanks to the...
I tried that,but it only works if I put some text on the message window. I need the line breaks inside the string or other things I don't know because firstly stamp the variable and after the \n. I used \v\n on the message box but it doesn't work,it only show the fully variable...
Dad's watching a WWII documentary while I work on some cool assets for my games. I just love RPG Maker!
Also Happy Halloween! Dad's friend won't be coming unfortunately, but Dad will still be taking me to Boxi Park to have some fun tonight! I'll be posting a video on my YouTube channel of the show, and I'll be sure to post a link here.
"Nightmares exist outside of logic and there's little fun to be had in explanations. They're antithetical to the poetry of fear. In a horror story the victim keeps asking why, but there can be no explanation and there shouldn't be one..." - Stephen King
I feel people seek explanation and demand it sometimes in games, but in the horror genre, well, maybe you shouldn't have one. Silent Hill 1 comes to mind...
Finally! I've been puzzling over why it wasn't working for two days now. Turns out all of my calculations were correct, I just forgot to give some events hitboxes. Now my randomly generated maps check for collision errors, and move stuff around in real time if they finds any.