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21

Sonntag, 1. Mai 2005, 10:52

:D Schon, aber wenn du die Farben auf dauer ändern willst, musst du meine Methode anwednen... Die mit dem Hex-Code is nur einmalig für die message Box
There was a Cave,
below a Silent's Grave.
Tunnels, extending far, running wide,
going deep into the World on the other Side.
Poor little Child, that was to brave,
died painfully deep down, in the Devil's Cave.

22

Sonntag, 1. Mai 2005, 15:52

Stimmt^^ So hast auch wieda recht :D

23

Sonntag, 3. Dezember 2006, 19:53

So ich habe beim Stöbern durch das Forum auch dieses Scipt ausprobiert und eingefügt, allerdings kommt dann folgende Fehlermeldung:
??????'AMS'?1?????Syntax Error?????

Kann mir da jemand helfen?

24

Sonntag, 3. Dezember 2006, 20:27

vermutlich ist der Code auf der ersten Seite durch die häufigen Forum-Updates unbrauchbar geworden. Nimm diesen:

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#===================================================
# ■ AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis 
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following:  #NEW
# To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================
 
LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF          
 
#===================================================
# ▼ CLASS AMS Begins
#===================================================
class AMS
 
 attr_accessor :name_box_x_offset
 attr_accessor :name_box_y_offset 
 attr_accessor :font_type
 attr_accessor :name_font_type
 attr_accessor :font_size
 attr_accessor :name_font_size
 attr_accessor :message_box_opacity 
 attr_accessor :name_box_skin
 attr_accessor :name_box_text_color
 attr_accessor :message_box_text_color
 attr_accessor :message_box_skin
 attr_accessor :name_box_width
 attr_accessor :name_box_height
 attr_accessor :message_width
 attr_accessor :message_height
 attr_accessor :message_x
 attr_accessor :message_y_bottom
 attr_accessor :message_y_middle
 attr_accessor :message_y_top
 attr_accessor :event_message_x_ofset
 attr_accessor :event_message_y_ofset
 
def initialize
 
 @name_box_x_offset = 0       #Choose the X axis offset of the name bos. default= 0
 @name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
 @name_box_width = 25         #Choose the width of the Name Box. default= 8  
 @name_box_height = 26        #Choose the height of the Name Box. default= 26
 
 @font_type = "Scythe"           #Choose the Font Name (Case Sensitive) for message box
 @name_font_type = "Scythe" #Choose the Font Name (Case Sensitive) for Name Box
 @font_size = 22                      #Choose the default Font Size for message box text
 @name_font_size = 22            #Choose the deafault Font Size for Name Box text
 @name_box_text_color=0        #Choose the Text Color of the Name Box
 @message_box_text_color=0   #Choose the Text Color of the Message Box
 
 @message_box_opacity = 80            #Choose the opacity of the message window. Default=160
 @message_box_skin = "gothicskin2"   #Choose the WindowSkin for the Message Box
 @name_box_skin = "gothicskin2"       #Choose the WindowSkin for the Name Box
 
 @message_width = 480          #Choose the width size of the message box. Default=480
 @message_height = 160        #Choose the height size of the message box. Default=160
 @message_x = 80                  #Choose the X position of the message box. Default=80
 @message_y_bottom = 304    #Choose the Y bottom position of the message box. Default=304
 @message_y_middle = 160    #Choose the Y middle position of the message box. Default=160
 @message_y_top = 16           #Choose the Y top position of the message box. Default=16
 
 @event_message_x_ofset = 0   #Choose the X position offset of the event message. Default=0
 @event_message_y_ofset = 48   #Choose the Y position offset of the event message. Default=48
 
end
end
#===================================================
# ▲ CLASS AMS Ends
#===================================================
 
 
#===================================================
# ▼ Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable   
 
alias xrxs9_initialize initialize
 
def initialize
 
@alex_skip = false
 
xrxs9_initialize
 
if $soundname_on_speak == nil then
  $soundname_on_speak = ""
end
 
$gaiji_file = "./Graphics/Gaiji/sample.png"
 
if FileTest.exist?($gaiji_file)
  @gaiji_cache = Bitmap.new($gaiji_file)
else
  @gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end
 
 
#--------------------------------------------------------------------------
 
alias xrxs9_terminate_message terminate_message
 
def terminate_message
 
if @name_window_frame != nil
  @name_window_frame.dispose
  @name_window_frame = nil
end
 
if @name_window_text  != nil
  @name_window_text.dispose
  @name_window_text  = nil
end
xrxs9_terminate_message
end
 
#--------------------------------------------------------------------------
 
def refresh
 
self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2
 
if $game_temp.choice_start == 0
  @x = 8
end
 
if $game_temp.message_text != nil
  @now_text = $game_temp.message_text
  if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
     @face_file = $1 + ".png"
     @x = @face_indent = 128
    if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
      self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
    end
    @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
  end
 
  begin
  last_text = @now_text.clone
  @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
  end until @now_text == last_text
  @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
    $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
   end
 
  #NEW
  #Dubealex's Stop Skip Text ON-OFF
  @now_text.gsub!(/\\[%]/) { "\100" }
  #End new command
 
  #NEW
  #Dubealex's Show Monster Name Feature
   @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
   $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
   end
   #End new command
 
  #NEW
  #Dubealex's Show Item Price Feature
   @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
   $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
   end
   #End new command
 
  #NEW
  #Dubealex's Show Hero Class Name Feature
   @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
   $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
   end
   #End new command
 
  #NEW
  #Dubealex's Show Current Map Name Feature
   @now_text.gsub!(/\\[Mm]ap/) do
   $game_map.name    != nil ? $game_map.name    : ""
   end
   #End new command
 
  #NEW
  #Dubealex's Choose Name Box Text Color
   @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
   $ams.name_box_text_color=$1.to_i
   @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
   end
   #End new command
 
  name_window_set = false
  if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
    name_window_set = true
    name_text = $1
    @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
  end
 
  if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
    @popchar = $1.to_i
    if @popchar == -1
      @x = @indent = 48
      @y = 4
    end
    @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
  end
 
  @max_choice_x = 0
  if @popchar >= 0
    @text_save = @now_text.clone
    @max_x = 0
    @max_y = 4
    for i in 0..3
      line = @now_text.split(/\n/)[3-i]
      @max_y -= 1 if line == nil and @max_y <= 4-i
      next if line == nil
      line.gsub!(/\\\w\[(\w+)\]/) { "" }
      cx = contents.text_size(line).width
      @max_x = cx if cx > @max_x
      if i >= $game_temp.choice_start
        @max_choice_x = cx if cx > @max_choice_x
      end
    end
    self.width = @max_x + 32 + @face_indent
    self.height = (@max_y - 1) * 32 + 64
    @max_choice_x -= 68
    @max_choice_x -= @face_indent*216/128
  else
    @max_x = self.width - 32 - @face_indent
    for i in 0..3
      line = @now_text.split(/\n/)[i]
      next if line == nil
      line.gsub!(/\\\w\[(\w+)\]/) { "" }
      cx = contents.text_size(line).width
      if i >= $game_temp.choice_start
        @max_choice_x = cx if cx > @max_choice_x
      end
    end
    @max_choice_x += 8
  end
  @cursor_width = 0
  @now_text.gsub!(/\\\\/) { "\000" }
  @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
  @now_text.gsub!(/\\[Gg]/) { "\002" }
  @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
  @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
 
   #NEW 
   #Dubealex's Permanent Color Change
   @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
     $ams.message_box_text_color= $1.to_i
    @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
     end
   #End of new command
 
   #NEW 
   #Dubealex's Font Change Feature
    @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
     buftxt = $1.to_s
     $ams.font_type = buftxt
     @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
     end
   #End of new command
 
  @now_text.gsub!(/\\[.]/) { "\005" }
  @now_text.gsub!(/\\[|]/) { "\006" }
  @now_text.gsub!(/\\[>]/) { "\016" }
  @now_text.gsub!(/\\[<]/) { "\017" }
  @now_text.gsub!(/\\[!]/) { "\020" }
  @now_text.gsub!(/\\[~]/) { "\021" }
  @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
  @now_text.gsub!(/\\[Ii]/) { "\023" }
  @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
  @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
  @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
  @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
 
  reset_window
 
  if name_window_set
    color=$ams.name_box_text_color
    off_x =  $ams.name_box_x_offset
    off_y =  $ams.name_box_y_offset
    space = 2
    x = self.x + off_x - space / 2
    y = self.y + off_y - space / 2
    w = self.contents.text_size(name_text).width + $ams.name_box_width + space
    h = $ams.name_box_height + space
    @name_window_frame = Window_Frame.new(x, y, w, h)
    @name_window_frame.z = self.z + 1
    x = self.x + off_x + 4
    y = self.y + off_y
    @name_window_text  = Air_Text.new(x, y, name_text, color)
    @name_window_text.z = self.z + 2
  end
end
 
reset_window
 
if $game_temp.choice_max > 0
  @item_max = $game_temp.choice_max
  self.active = true
  self.index = 0
end
 
if $game_temp.num_input_variable_id > 0
  digits_max = $game_temp.num_input_digits_max
  number = $game_variables[$game_temp.num_input_variable_id]
  @input_number_window = Window_InputNumber.new(digits_max)
  @input_number_window.number = number
  @input_number_window.x = self.x + 8
  @input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
 
#--------------------------------------------------------------------------
 
def update
 
super
 
if @fade_in
  self.contents_opacity += 24
  if @input_number_window != nil
    @input_number_window.contents_opacity += 24
  end
  if self.contents_opacity == 255
    @fade_in = false
  end
  return
end
@now_text = nil if @now_text == "" 
 
if @now_text != nil and @mid_stop == false
  if @write_wait > 0
    @write_wait -= 1
    return
  end
  text_not_skip = LETTER_BY_LETTER_MODE
  while true
    @max_x = @x if @max_x < @x
    @max_y = @y if @max_y < @y
    if (c = @now_text.slice!(/./m)) != nil
      if c == "\000"
        c = "\"
      end
 
      if c == "\001"
        @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
        temp_color = $1
        color = temp_color.to_i
        leading_x = temp_color.to_s.slice!(/./m)
        if leading_x == "#"
          self.contents.font.color = hex_color(temp_color)
          next
        end
        if color >= 0 and color <= 7
          self.contents.font.color = text_color(color)
        end
        next
      end
 
      if c == "\002"
        if @gold_window == nil and @popchar <= 0
          @gold_window = Window_Gold.new
          @gold_window.x = 560 - @gold_window.width
          if $game_temp.in_battle
            @gold_window.y = 192
          else
            @gold_window.y = self.y >= 128 ? 32 : 384
          end
          @gold_window.opacity = self.opacity
          @gold_window.back_opacity = self.back_opacity
        end
        c = ""
      end
 
      if c == "\003"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        speed = $1.to_i
        if speed >= 0 and speed <= 19
          @write_speed = speed
        end
        c = ""
      end
 
      if c == "\004"
        @now_text.sub!(/\[(.*?)\]/, "")
        buftxt = $1.dup.to_s
        if buftxt.match(/\//) == nil and buftxt != "" then
          $soundname_on_speak = "Audio/SE/" + buftxt
        else
          $soundname_on_speak = buftxt.dup
        end
        c = ""
      elsif c == "\004" 
        c = ""
      end
 
      if c == "\005"
        @write_wait += 5
        c = ""
      end
 
      if c == "\006"
        @write_wait += 20
        c = ""
      end
 
      if c == "\016"
        text_not_skip = false
        c = ""
      end
 
      if c == "\017"
        text_not_skip = true
        c = ""
      end
 
      if c == "\020"
        @mid_stop = true
        c = ""
      end
 
      if c == "\021"
        terminate_message
        return
      end
 
      if c == "\023"
        @indent = @x
        c = ""
      end
 
      if c == "\024"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @opacity = $1.to_i
        color = self.contents.font.color
        self.contents.font.name = $ams.font_type
        self.contents.font.size = $ams.font_size
        self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
        c = ""
      end
 
      if c == "\025"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        self.contents.font.size = [[$1.to_i, 6].max, 32].min
        c = ""
      end
 
      if c == "\026"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += $1.to_i
        c = ""
      end
 
      if c == "\027"
        @now_text.sub!(/\[(.*?)\]/, "")
        @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
        if $soundname_on_speak != ""
          Audio.se_play($soundname_on_speak)
        end
      c = ""
      end
 
      if c == "\030"
        @now_text.sub!(/\[(.*?)\]/, "")
        self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
        if $soundname_on_speak != ""
          Audio.se_play($soundname_on_speak)
        end
        @x += 24
        c = ""
      end
 
      if c == "\n"
        @lines += 1
        @y += 1
        @x = 0 + @indent + @face_indent
        if @lines >= $game_temp.choice_start
          @x = 8 + @indent + @face_indent
          @cursor_width = @max_choice_x
        end
        c = ""
      end
 
      if c == "\022"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
        c = ""
      end
 
      #NEW
      #Dubealex's Text Skip On/OFF Command
       if c == "\100"
          if @alex_skip==false
             @alex_skip=true
          else
            @alex_skip=false
          end
         c = ""
       end  
       #end of new command
 
      if c != ""
        self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
        @x += self.contents.text_size(c).width
        if $soundname_on_speak != "" then
          Audio.se_play($soundname_on_speak)
        end
      end
 
#SKIP_TEXT_CODE
 
# B = Escape, 0 (On The NumPad), X 
# C = Enter, Space Bar and C
# A = Shift, Z 
 
  if Input.press?(Input::C) # <-- Change the value on that line
    if @alex_skip==false      
    text_not_skip = false
    end
      end
    else
      text_not_skip = true
      break
    end
 
    if text_not_skip
      break
    end
  end
  @write_wait += @write_speed
  return
end
 
if @input_number_window != nil
  @input_number_window.update
  if Input.trigger?(Input::C)
    $game_system.se_play($data_system.decision_se)
    $game_variables[$game_temp.num_input_variable_id] =
      @input_number_window.number
    $game_map.need_refresh = true
    @input_number_window.dispose
    @input_number_window = nil
    terminate_message
  end
  return
end
 
if @contents_showing
  if $game_temp.choice_max == 0
    self.pause = true
  end
 
  if Input.trigger?(Input::B)
    if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
      $game_system.se_play($data_system.cancel_se)
      $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
      terminate_message
    end
  end
 
  if Input.trigger?(Input::C)
    if $game_temp.choice_max > 0
      $game_system.se_play($data_system.decision_se)
      $game_temp.choice_proc.call(self.index)
    end
    if @mid_stop
      @mid_stop = false
      return
    else
      terminate_message
    end
  end
  return
end
 
if @fade_out == false and $game_temp.message_text != nil
  @contents_showing = true
  $game_temp.message_window_showing = true
  refresh
  Graphics.frame_reset
  self.visible = true
  self.contents_opacity = 0
  if @input_number_window != nil
    @input_number_window.contents_opacity = 0
  end
  @fade_in = true
  return
end
 
if self.visible
  @fade_out = true
  self.opacity -= 48
  if self.opacity == 0
    self.visible = false
    @fade_out = false
    $game_temp.message_window_showing = false
  end
  return
end
end
 
#--------------------------------------------------------------------------
 
def get_character(parameter)
 
case parameter
when 0  
  return $game_player
else 
  events = $game_map.events
  return events == nil ? nil : events[parameter]
end
end
 
#--------------------------------------------------------------------------
 
def reset_window
 
#MESSAGE_SIZE
#MESSAGE_POSITION
 
if @popchar >= 0
  events = $game_map.events
  if events != nil
    character = get_character(@popchar)
    x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
    y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
    self.x = x
    self.y = y
  end
elsif @popchar == -1
  self.x = -4
  self.y = -4
  self.width = 648
  self.height = 488
else
  if $game_temp.in_battle
    self.y = 16
  else
    case $game_system.message_position
    when 0  
      self.y = $ams.message_y_top
    when 1  
      self.y = $ams.message_y_middle
    when 2  
      self.y = $ams.message_y_bottom
    end
    self.x = $ams.message_x
    if @face_file == nil
      self.width = $ams.message_width
      self.x = $ams.message_x
    else
      if self.width <= 600
        self.width = 600
        self.x -=60
       end 
    end
    self.height = $ams.message_height
  end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
 self.contents.font.size = $ams.font_size
if @face_file != nil
  self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
  self.opacity = 255
  self.back_opacity = 0
elsif $game_system.message_frame == 0
  self.opacity = 255
  self.back_opacity = $ams.message_box_opacity
else
  self.opacity = 0
  self.back_opacity = $ams.message_box_opacity
end
end
 
#--------------------------------------------------------------------------
 
def gaiji_draw(x, y, num)
 
if @gaiji_cache == nil
  return 0
else
  if @gaiji_cache.width < num * 24
    return 0
  end
 
  if self.contents.font.size >= 20 and self.contents.font.size <= 24
    size = 24
  else
    size = self.contents.font.size * 100 * 24 / 2200
  end
 
  self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
 
  if $soundname_on_speak != "" then
    Audio.se_play($soundname_on_speak)
  end
  return size
end
end
 
#--------------------------------------------------------------------------
 
def line_height
return 32
 
if self.contents.font.size >= 20 and self.contents.font.size <= 24
  return 32
else
  return self.contents.font.size * 15 / 10
end
end
 
#--------------------------------------------------------------------------
 
def ruby_draw_text(target, x, y, str,opacity)
 
sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
 
height = sizeback + rubysize
width  = target.text_size(split_s[0]).width
 
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback
 
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
 
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
 
if opacity == 255
  target.font.size = rubysize
  target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
  target.font.size = sizeback
  target.draw_text(x, y, width, target.font.size, split_s[0])
  return width
else
  if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
    @opacity_text_buf.dispose
    @opacity_text_buf = Bitmap.new(buf_width, height)
  else
    @opacity_text_buf.clear
  end
  @opacity_text_buf.font.size = rubysize
  @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
  @opacity_text_buf.font.size = sizeback
  @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
  if sub_x >= 0
    target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
  else
    target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
  end
  return width
end
end
 
#--------------------------------------------------------------------------
 
def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!
 
case option
when "i"
  unless $data_items[index].name == nil
    r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
  end
when "w"
  unless $data_weapons[index].name == nil
    r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
  end
when "a"
  unless $data_armors[index].name == nil
    r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
  end
when "s"
  unless $data_skills[index].name == nil
    r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
  end
else
  r = $game_variables[index]
end
 
r == nil ? r = "" : nil
return r
end
 
#--------------------------------------------------------------------------
 
def dispose
terminate_message
 
if @gaiji_cache != nil
  unless @gaiji_cache.disposed?
    @gaiji_cache.dispose
  end
end
 
unless @opacity_text_buf.disposed?
  @opacity_text_buf.dispose
end
 
$game_temp.message_window_showing = false
if @input_number_window != nil
  @input_number_window.dispose
end
super
end
 
#--------------------------------------------------------------------------
 
def update_cursor_rect
if @index >= 0
  n = $game_temp.choice_start + @index
  self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
  self.cursor_rect.empty
end
end
end
#=========================================
# &#9650; CLASS Window_Message Ends
#=========================================
 
 
#=========================================
# &#9660; Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base
 
def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end
 
#--------------------------------------------------------------------------
 
def dispose
super
end
end
#=========================================
# &#9650; CLASS Window_Frame Ends
#=========================================
 
 
#=========================================
# &#9660; CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map
 
#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
 $map_infos[@map_id]
end
end
#=========================================
# &#9650; CLASS Game_Map Additional Code Ends
#=========================================
 
 
#=========================================
# &#9660; CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title
 
#Dubealex's Addition (from XRXS) to show Map Name on screen
 $map_infos = load_data("Data/MapInfos.rxdata")
 for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
 end
 
 #Dubealex's addition to save data from the AMS in the save files
 $ams = AMS.new
 
end
#=========================================
# &#9650; CLASS Scene_Title Additional Code Ends
#=========================================
 
 
#=========================================
# &#9660; CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window
 
#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
  red = 0
  green = 0
  blue = 0
  if string.size != 6
    print("Hex strings must be six characters long.")
    print("White text will be used.")
    return Color.new(255, 255, 255, 255)
  end
  for i in 1..6
    s = string.slice!(/./m)
    if s == "#"
      print("Hex color string may not contain the "#" character.")
      print("White text will be used.")
      return Color.new(255, 255, 255, 255)
    end
    value = hex_convert(s)
    if value == -1
      print("Error converting hex value.")
      print("White text will be used.")
      return Color.new(255, 255, 255, 255)
    end
    case i
    when 1
      red += value * 16
    when 2
      red += value
    when 3
      green += value * 16
    when 4
      green += value
    when 5
      blue += value * 16
    when 6
      blue += value
    end
  end
  return Color.new(red, green, blue, 255)
end
 
#--------------------------------------------------------------------------
 
def hex_convert(character)
  case character
   when "0"
     return 0
  when "1"
     return 1
  when "2"
     return 2
  when "3"
     return 3
  when "4"
     return 4
  when "5"
     return 5
  when "6"
     return 6
  when "7"
     return 7
  when "8"
     return 8
  when "9"
     return 9
  when "A"
     return 10
  when "B"
     return 11
  when "C"
     return 12
  when "D"
     return 13
  when "E"
     return 14
  when "F"
     return 15
   end
  return -1
end
end
#=========================================
# &#9650; CLASS Window_Base Additional Code Ends
#=========================================
 
 
#=========================================
# &#9660; Class Air_Text Begins 
#=========================================
class Air_Text < Window_Base
 
def initialize(x, y, designate_text, color=0)
 
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity      = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end
 
#--------------------------------------------------------------------------
 
def dispose
self.contents.clear
super
end
end 
#==========================================
# &#9650; CLASS Air_Text  Ends
#==========================================
 
 
#===================================================
# &#9660; CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
 
 alias ams_original_write_save_data write_save_data
 
 def write_save_data(file)
   ams_original_write_save_data(file)
   Marshal.dump($ams, file)
 end
 
end
#===================================================
# &#9650; CLASS Scene_Save Additional Code Ends
#=================================================== 
 
 
#===================================================
# &#9660; CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
 
 alias ams_original_read_save_data read_save_data
 
 def read_save_data(file)
   ams_original_read_save_data(file)
   $ams      = Marshal.load(file)
 end
 
end
#===================================================
# &#9650; CLASS Scene_Load Additional Code Ends
#===================================================


Drag-On

25

Montag, 4. Dezember 2006, 11:14

Zitat von »"Exitus"«

V
Nun muss ich mir einfallen lassen wo ich das Faceset hinplatziere.


das facesetsystem ist doch in dem AMS dabei (was viele nicht wissen brauchst nur nen face 96x96 und musst dann nur am anfang des textes \f[name vom bild] einfügen und dann wird der text verschoben und das face eingesetzt

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