VX Ace/RGSS3 - Detecting amounts of text rows

ZirconStorms

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I'd like to work on a script that automatically adjusts the amount of message rows (Window_Message) shown to fit the message on-screen; something that'd be similar to scripts like this: http://heptanas.mamagoto.com/Entry/52/
Would there be a good (or any) way to go about detecting the amount of text shown in a message box?
 

Andar

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it's not easy - especially if you don't know in advance how the text is structured.
I suggest you check several scripts to see how they made the results

1) yanfly message system - it doesn't have a detect for the text length, but it does allow changing the text window size by variables, wordwrap and several other options
2) SES external text - again not what you want, but it has to handle unknown texts (the texts are loaded externally and can exceed the default windows) especially with its multilanguage addons.

sorry, I don't have the links ready - but they should pop up when you search the names I gave
 

ZirconStorms

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it's not easy - especially if you don't know in advance how the text is structured.
I suggest you check several scripts to see how they made the results

1) yanfly message system - it doesn't have a detect for the text length, but it does allow changing the text window size by variables, wordwrap and several other options
2) SES external text - again not what you want, but it has to handle unknown texts (the texts are loaded externally and can exceed the default windows) especially with its multilanguage addons.

sorry, I don't have the links ready - but they should pop up when you search the names I gave
I'll be checking the second one right now. I've checked the first one (Yanfly script) and the closest lead I'm getting is this:
upload_2018-11-24_13-18-3.png
Which is now making me think I'll need to work with Game_Message, because of this:
upload_2018-11-24_13-23-55.png

EDIT: There's also Yami Engine Ace - Pop Message script that can auto-adjust line height, so I'll look into that.
 

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