Verbesserte Textbox
Hi, liebe Community ich hätte gern eine Scriperweiterung im AMSR4 aus Monstas Skriptexplorer. Ich hätte gern, das wenn die Textbox über einem event erscheint man diese zwei Grafiken (siehe unten)(ich hab se extra gleichgroß gemacht) an die Textbox ranheften kann (die zwei obersten Pixel müssen noch in der Textbox sein)
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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 = 8 #Choose the width of the Name Box. default= 8
@name_box_height = 26 #Choose the height of the Name Box. default= 26
@font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Tahoma" #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 = 160 #Choose the opacity of the message window. Default=160
@message_box_skin = "001-Blue01" #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01" #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 = $game_temp.choice_start + @index
self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#=========================================
# ? CLASS Window_Message Ends
#=========================================
#=========================================
# ? Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end
#--------------------------------------------------------------------------
def dispose
super
end
end
#=========================================
# ? CLASS Window_Frame Ends
#=========================================
#=========================================
# ? 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
#=========================================
# ? CLASS Game_Map Additional Code Ends
#=========================================
#=========================================
# ? 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
#=========================================
# ? CLASS Scene_Title Additional Code Ends
#=========================================
#=========================================
# ? 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
#=========================================
# ? CLASS Window_Base Additional Code Ends
#=========================================
#=========================================
# ? 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 = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end
#--------------------------------------------------------------------------
def dispose
self.contents.clear
super
end
end
#==========================================
# ? CLASS Air_Text Ends
#==========================================
#===================================================
# ? CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
alias ams_original_write_save_data write_save_data
def write_save_data(file)
ams_original_write_save_data(file)
Marshal.dump($ams, file)
end
end
#===================================================
# ? CLASS Scene_Save Additional Code Ends
#===================================================
#===================================================
# ? 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
#===================================================
# ? CLASS Scene_Load Additional Code Ends
#=================================================== |
zum Lesen den Text mit der Maus markieren
-
Mein Zeugs -
euer Google wenns um den Maker geht^^
Dieser Beitrag wurde bereits so oft editiert, dass der Zähler sich in die Luft gesprengt hat.
Sorry wegen des Doppelposts, werde den anderen auch gleich löschen,
aber iwie hat der meinen text nicht genommen... Weiß auch nicht
wieso... Habe den schon 3 mal editiert -.-
Im UMS gibt es einen voreingestellten Skript. Habe das UMS im Script
Explorer unter 'Sonstiges' bin mir aber nicht sicher, ob das schon drin
war oder net... Hier der Code:
# *****************************************************************************
# * Universal Message System
# * v1.5.0
# * by Ccoa
# *****************************************************************************
# Usage:
=begin
IN MESSAGE CODES
\b - toggle bold on and off
\bopc - change the back opacity for this message to i (should be 0-255)
\c[i] - change the text color
\c[#IIIIII] - change the text color to the hex code (temporary)
\e[i] - place the text box over event i (0 = player, -1 no event)
\face[name] - changes the face graphic to name.png (leave empty [] for no face)
\fl - change face justification to left
\font[name] - change the font to name, leave empty [] to return to the default font
\fr - change face justification to right
\g - display the gold window
\height - height of the message window, works only in normal mode
\i - toggle italics on and off
\ignr - Do not write anything on this line, only process codes, must be the first thing on a line
\jc - justify the window to the center, ignored if using \e
\jl - justify the window to the left, ignored if using \e
\jr - justify the window to the right, ignored if using \e
\m - toggle mode between normal and fit window to text
\n[i] - display the name of actor i
\nm[name] - display the name in the name window, leave empty [] to remove the name window
\oa[i] - display the icon and name of armor i
\oi[i] - display the icon and name of item i
\opc[i] - change the opacity for this message to i (should be 0-255)
\os[i] - display the icon and name of skill i
\ow[i] - display the icon and name of weapon i
\p[i] - pause for i frames before writing the next character
\pt - toggle pause display on and off
\s - toggle shadowed text
\shk[i] - set window shake to i, higher i is bigger shake, 0 is no shake
\skip - toggle text skip on and off
\t1 - switch to the talk1 comic thingy
\t2 - switch to the talk2 comic thingy
\tc - center the text, must be the first thing on a line
\th - switch to the thought comic thingy
\tl - left justify the text, must be the first thing on a line
\tr - right justify the text, must be the first thing on a line
\v[i] - display variable i
\width - width of the message window, works only in normal mode
\w[i] - wait for i frames after receiving this code, then close the window
\ws[i] - change the write speed to i
\slv[name] - set this window to be slave window name, or show slave window name
\inc - include this window in the last
OUT OF MESSAGE CODES (use in a Script event command)
$game_system.ums_mode = NORMAL_MODE - switch to normal mode
$game_system.ums_mode = FIT_WINDOW_TO_TEXT - switch to fit window mode
$game_system.text_skip = true - turn text skip on
$game_system.text_skip = false
true - turn text skip off (true is necessary)
$game_system.text_mode = WRITE_FASTER - change skip mode to write faster
$game_system.text_mode = WRITE_ALL - change skip mode to write all
$game_system.write_speed = i - change the delay between letters to i frames
$game_system.window_height = i - change the window height to i
$game_system.window_width = i - change the window width to i
$game_system.window_justification = RIGHT - make the window right justified
$game_system.window_justification = LEFT - make the window left justified
$game_system.window_justification = CENTER - make the window center justified
$game_system.face_graphic = "filename" - change the face graphic to filename.png
$game_system.face_graphic = "" - change the face graphic to none
$game_system.face_graphic_justification = LEFT - the face graphic is on the left side
$game_system.face_graphic_justification = RIGHT - the face graphic is on the right side
$game_system.face_graphic_position = TOP - face graphic appears on top of window
$game_system.face_graphic_position = CENTER - face graphic appears centered in window
$game_system.face_graphic_position = BOTTOM - face graphic appears on the bottom of window
$game_system.shadow_text = true - turn text shadowing on
$game_system.shadow_text = false
true - turn text shadowing off (true is necessary)
$game_system.shadow_color = Color.new(red, blue, green, alpha) - change shadow color
$game_system.message_event = what event to put the message over (0 = player, -1 = no event)
$game_system.comic_enabled = false
true - turn off comic thingy
$game_system.comic_enabled = true - turn on comic thingy (only works with message_event not -1)
$game_system.comic_style = TALK1 - use the talk1.png comic thingy
$game_system.comic_style = TALK2 - use the talk2.png comic thingy
$game_system.comic_style = THOUGHT - use the thought.png comic thingy
$game_system.name = "name" - change the text of the name window to name
$game_system.name = "" - remove the name window
$game_system.font = "name" - change the font to name
$game_system.font = "" - return the font to the default
$game_system.text_justification = CENTER - center justify the text
$game_system.text_justification = LEFT - left justify the text
$game_system.text_justification = RIGHT - right justify the text
$game_system.show_pause = true - show pause icon when waiting for user input
$game_system.show_pause = false - don't show pause icon when waiting for user input
$game_system.shake = 0 - turn window shake off
$game_system.shake = i - set shake to i, higher i is bigger shake
$game_system.sound_effect = "" - turn off the letter-by-letter SE
$game_system.sound_effect = "sename" - play the SE sename with each letter written
$game_system.animated_faces = false - do not use animated faces
$game_system.animated_faces = true - use animated faces
$game_system.animation_pause = i - Wait i frames between each animation
$game_system.face_frame_width = i - Each frame on the faceset is i pixels
$game_system.resting_face = "" - Do not use a resting face
$game_system.resting_face = "name" - Use a different animated face named facenamename when done talking
$game_system.resting_animation_pause = i - Wait i frames between resting animations
$game_system.text_mode = ONE_LETTER_AT_A_TIME - write text one letter at a time
$game_system.text_mode = ALL_AT_ONCE - write text all at once
$game_system.font_color = Color.new(R, G, B, A) - permanently change the font color to the RGBA color given here
$game_system.font_color = nil - return the font color permanently to normal_color (white, by default)
$game_system.windowskin = "windowskinname" - change the message box windowskin to windowskin
$game_system.windowskin = "" - change the message box windowskin back to the one in the database
$game_system.name_window = true - show the name window
$game_system.name_window = false - hide the name window (just show the text)
$game_system.opacity = i - change the message window back opacity to i (0-255)
$game_system.window_image = "imagename" - the name of the image to show behind the window
$game_system.window_image = nil - stop showing an image behind the window
=end
# *****************************************************************************
# CONSTANTS
# *****************************************************************************
# modes
NORMAL_MODE = 0
FIT_WINDOW_TO_TEXT = 1
#text modes
ONE_LETTER_AT_A_TIME = 0
ALL_AT_ONCE = 1
# skip modes
WRITE_FASTER = 0
WRITE_ALL = 1
# justifications
RIGHT = 0
CENTER = 1
LEFT = 2
# positions for extra objects (face graphics, choice box, etc)
ABOVE = 0 # place the object above the top of the message box
CENTER = 1 # center the object vertically inside the message box
BOTTOM = 2 # place the bottom of the object on the bottom of the message box
SIDE = 3 # to the side of the message box (which side depends on justification)
# comic type
TALK1 = 0
TALK2 = 1
THOUGHT = 2
# *****************************************************************************
# Changes to Game_System. This allows any changes made to be saved when the
# game is saved.
# *****************************************************************************
class Game_System
attr_accessor :ums_mode # what mode the UMS is in
attr_accessor :text_skip # whether or not text skip is activated
attr_accessor :skip_mode # write the text faster while C is pressed, or just skip to the end
attr_accessor :write_speed # frame delay between characters
attr_accessor :text_mode # write one letter at a time, or all at once?
attr_accessor :window_height # default height of message window
attr_accessor :window_width # default width of message window
attr_accessor :window_justification # default justification of window
attr_accessor :face_graphic # current face graphic
attr_accessor :face_graphic_justification # justification of face graphic
attr_accessor :face_graphic_position # position of face graphic
attr_accessor :shadowed_text # whether or not to draw a shadow behind the text
attr_accessor :shadow_color # the shadow color
attr_accessor :choice_justification # where the choice window is located
attr_accessor :choice_position # prefered position of choice window
attr_accessor :message_event # what event to center the text over (0 player, -1 to not)
attr_accessor :comic_enabled # using "talk" icons?
attr_accessor :comic_style # what type of comic image to use
attr_accessor :name # the text for the name window
attr_accessor :name_window # should the name window be visible?
attr_accessor :font # the name of the font
attr_accessor :font_color # the name of the (permanent) font color
attr_accessor :text_justification # the justification of the window text
attr_accessor :show_pause # whether or not to show the pause icon
attr_accessor :shake # the amount of shake for the window
attr_accessor :sound_effect # SE to play with each letter
attr_accessor :slave_windows # hash of slave windows
attr_accessor :indy_windows # hash of independent windows
attr_accessor :animated_faces # are the faces animated?
attr_accessor :animation_pause # how long do I wait between animation loops?
attr_accessor :face_frame_width # how many pixels wide is each face frame
attr_accessor :resting_face # postext for waiting face graphic
attr_accessor :resting_animation_pause # how long to wait for resting graphic
attr_accessor :windowskin # what windowskin to use for messages
attr_accessor :back_opacity # back opacity of windowskin
attr_accessor :opacity # opacity of windowskin
attr_accessor :window_image # image used behind window
attr_reader :shortcuts # user-defined shortcuts
alias ums_initialize initialize
def initialize
ums_initialize
@ums_mode = NORMAL_MODE
@skip_mode = WRITE_ALL
@text_skip = true
@write_speed = 2
@text_mode = ONE_LETTER_AT_A_TIME
@window_height = 128
@window_width = 480
@window_justification = CENTER
@face_graphic = ""
@face_graphic_justification = LEFT
@face_graphic_position = CENTER
@shadowed_text = false
@shadow_color = Color.new(0, 0, 0, 100)
@choice_justification = RIGHT
@choice_position = SIDE
@message_event = -1
@comic_enabled = false
@comic_style = TALK1
@name = ""
@name_window = false
@font = "Verdana"
@font_color = nil
@text_justification = LEFT
@show_pause = true
@shake = 0
@sound_effect = ""
@slave_windows = {}
@indy_windows = {}
@animated_faces = false
@animation_pause = 80
@face_frame_width = 100
@resting_face = ""
@resting_animation_pause = 80
@windowskin = ""
@opacity = 255
@back_opacity = 160
@window_image = nil
@used_codes = ['\v', '\n', '\c', '\g', '\skip', '\m', '\height', '\width',
'\jr', '\jc', '\jl', '\face', '\fl', '\fr', '\b', '\i', '\s',
'\e', '\t1', '\t2', '\th', '\nm', '\font', '\p', '\w', '\ws',
'\oa', '\oi', '\os', '\ow', '\tl', '\tr', '\tc', '\ignr',
'\shk', '\slv', '\ind', '\inc']
@shortcuts = {}
end
def add_shortcut(shortcut, code)
text = shortcut.downcase
if !@used_codes.include?(text)
@shortcuts[shortcut] = code
end
end
def open_window(name)
if $game_system.indy_windows.has_key?(name)
$game_system.indy_windows[name].show = true
end
end
def close_window(name)
if $game_system.indy_windows.has_key?(name)
$game_system.indy_windows[name].dispose
$game_system.indy_windows.delete(name)
end
end
end
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
attr_accessor :choices
attr_accessor :num_choices
attr_accessor :skip_next_choices
alias old_init initialize
def initialize
old_init
@skip_next_choices = 0
@num_choices = 1
end
end
class Scene_Map
alias ums_update update
def update
$game_system.slave_windows.each_value { |window| window.update }
$game_system.indy_windows.each_value { |window| window.update }
ums_update
end
end
class Interpreter
#--------------------------------------------------------------------------
# * Event Command Execution
#--------------------------------------------------------------------------
def execute_command
# If last to arrive for list of event commands
if @index >= @list.size - 1
# End event
command_end
# Continue
return true
end
# Make event command parameters available for reference via @parameters
if !(@list[@index].code == 102 and $game_temp.skip_next_choices > 0)
@parameters = @list[@index].parameters.clone
if @list[@index].code == 402
@parameters[0] += @offset
end
end
# Branch by command code
case @list[@index].code
when 101 # Show Text
return command_101
when 102 # Show Choices
return command_102
when 402 # When [**]
return command_402
when 403 # When Cancel
return command_403
when 103 # Input Number
return command_103
when 104 # Change Text Options
return command_104
when 105 # Button Input Processing
return command_105
when 106 # Wait
return command_106
when 111 # Conditional Branch
return command_111
when 411 # Else
return command_411
when 112 # Loop
return command_112
when 413 # Repeat Above
return command_413
when 113 # Break Loop
return command_113
when 115 # Exit Event Processing
return command_115
when 116 # Erase Event
return command_116
when 117 # Call Common Event
return command_117
when 118 # Label
return command_118
when 119 # Jump to Label
return command_119
when 121 # Control Switches
return command_121
when 122 # Control Variables
return command_122
when 123 # Control Self Switch
return command_123
when 124 # Control Timer
return command_124
when 125 # Change Gold
return command_125
when 126 # Change Items
return command_126
when 127 # Change Weapons
return command_127
when 128 # Change Armor
return command_128
when 129 # Change Party Member
return command_129
when 131 # Change Windowskin
return command_131
when 132 # Change Battle BGM
return command_132
when 133 # Change Battle End ME
return command_133
when 134 # Change Save Access
return command_134
when 135 # Change Menu Access
return command_135
when 136 # Change Encounter
return command_136
when 201 # Transfer Player
return command_201
when 202 # Set Event Location
return command_202
when 203 # Scroll Map
return command_203
when 204 # Change Map Settings
return command_204
when 205 # Change Fog Color Tone
return command_205
when 206 # Change Fog Opacity
return command_206
when 207 # Show Animation
return command_207
when 208 # Change Transparent Flag
return command_208
when 209 # Set Move Route
return command_209
when 210 # Wait for Move's Completion
return command_210
when 221 # Prepare for Transition
return command_221
when 222 # Execute Transition
return command_222
when 223 # Change Screen Color Tone
return command_223
when 224 # Screen Flash
return command_224
when 225 # Screen Shake
return command_225
when 231 # Show Picture
return command_231
when 232 # Move Picture
return command_232
when 233 # Rotate Picture
return command_233
when 234 # Change Picture Color Tone
return command_234
when 235 # Erase Picture
return command_235
when 236 # Set Weather Effects
return command_236
when 241 # Play BGM
return command_241
when 242 # Fade Out BGM
return command_242
when 245 # Play BGS
return command_245
when 246 # Fade Out BGS
return command_246
when 247 # Memorize BGM/BGS
return command_247
when 248 # Restore BGM/BGS
return command_248
when 249 # Play ME
return command_249
when 250 # Play SE
return command_250
when 251 # Stop SE
return command_251
when 301 # Battle Processing
return command_301
when 601 # If Win
return command_601
when 602 # If Escape
return command_602
when 603 # If Lose
return command_603
when 302 # Shop Processing
return command_302
when 303 # Name Input Processing
return command_303
when 311 # Change HP
return command_311
when 312 # Change SP
return command_312
when 313 # Change State
return command_313
when 314 # Recover All
return command_314
when 315 # Change EXP
return command_315
when 316 # Change Level
return command_316
when 317 # Change Parameters
return command_317
when 318 # Change Skills
return command_318
when 319 # Change Equipment
return command_319
when 320 # Change Actor Name
return command_320
when 321 # Change Actor Class
return command_321
when 322 # Change Actor Graphic
return command_322
when 331 # Change Enemy HP
return command_331
when 332 # Change Enemy SP
return command_332
when 333 # Change Enemy State
return command_333
when 334 # Enemy Recover All
return command_334
when 335 # Enemy Appearance
return command_335
when 336 # Enemy Transform
return command_336
when 337 # Show Battle Animation
return command_337
when 338 # Deal Damage
return command_338
when 339 # Force Action
return command_339
when 340 # Abort Battle
return command_340
when 351 # Call Menu Screen
return command_351
when 352 # Call Save Screen
return command_352
when 353 # Game Over
return command_353
when 354 # Return to Title Screen
return command_354
when 355 # Script
return command_355
else # Other
return true
end
end
#--------------------------------------------------------------------------
# * Show Text
#--------------------------------------------------------------------------
def command_101
# If other text has been set to message_text
if $game_temp.message_text != nil
# End
return false
end
# Set message end waiting flag and callback
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# Set message text on first line
$game_temp.message_text = @list[@index].parameters[0] + "\n"
line_count = 1
# Loop
loop do
# If next event command text is on the second line or after
if @list[@index + 1].code == 401
# Add the second line or after to message_text
$game_temp.message_text += @list[@index + 1].parameters[0] + "\n"
line_count += 1
# If the next event command is show text
elsif @list[@index + 1].code == 101
# If the text contains the \inc code
if @list[@index + 1].parameters[0].index(/\\[Ii][Nn][Cc]/) != nil
$game_temp.message_text += @list[@index + 1].parameters[0] + "\n"
$game_temp.message_text.sub!(/\\[Ii][Nn][Cc]/) { "" }
else
return true
end
# If event command is not on the second line or after
else
# If next event command is show choices
if @list[@index + 1].code == 102
# Advance index
@index += 1
# skip this one, it was already shown?
if $game_temp.skip_next_choices > 0
$game_temp.skip_next_choices -= 1
else
# Choices setup
$game_temp.choice_start = line_count
setup_choices(@list[@index].parameters)
end
# If next event command is input number
elsif @list[@index + 1].code == 103
# If number input window fits on screen
if line_count < 4
# Advance index
@index += 1
# Number input setup
$game_temp.num_input_start = line_count
$game_temp.num_input_variable_id = @list[@index].parameters[0]
$game_temp.num_input_digits_max = @list[@index].parameters[1]
end
end
# Continue
return true
end
# Advance index
@index += 1
end
end
#--------------------------------------------------------------------------
# * Show Choices
#--------------------------------------------------------------------------
def command_102
# If text has been set to message_text
if $game_temp.message_text != nil
# End
return false
end
if $game_temp.skip_next_choices > 0
# skip this one, it is part of another
$game_temp.skip_next_choices -= 1
@offset += 4
@index += 1
return false
else
@offset = 0
end
# Set message end waiting flag and callback
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# Choices setup
$game_temp.message_text = ""
$game_temp.choice_start = 0
setup_choices(@parameters)
# Continue
return true
end
#--------------------------------------------------------------------------
# * Setup Choices
#--------------------------------------------------------------------------
def setup_choices(parameters)
params = parameters.clone
@offset = 0
i = @index
curr = 1
while curr < $game_temp.num_choices
i += 1
if @list[i].code == 102
params[0] += @list[i].parameters[0]
if @list[i].parameters[1] == 5
@cancel_flag = true
else
@cancel_flag = false
end
params[1] = @list[i].parameters[1] + (curr * 4)
curr += 1
end
end
# Set choice item count to choice_max
$game_temp.choice_max = params[0].size
# Set choice to message_text
$game_temp.choices = params[0]
# Set cancel processing
$game_temp.choice_cancel_type = params[1]
if $game_temp.num_choices != 1
$game_temp.skip_next_choices = $game_temp.num_choices - 1
$game_temp.num_choices = 1
end
# Set callback
current_indent = @list[@index].indent
$game_temp.choice_proc = Proc.new { |n| @branch[current_indent] = n }
end
#--------------------------------------------------------------------------
# * When [**]
#--------------------------------------------------------------------------
def command_402
# If fitting choices are selected
if @branch[@list[@index].indent] == @parameters[0]
# Delete branch data
@branch.delete(@list[@index].indent)
# Continue
return true
end
# If it doesn't meet the condition: command skip
return command_skip
end
#--------------------------------------------------------------------------
# * When Cancel
#--------------------------------------------------------------------------
def command_403
# If choices are cancelled
if @cancel_flag
# Delete branch data
@branch.delete(@list[@index].indent)
# Continue
return true
end
# If it doen't meet the condition: command skip
return command_skip
end
#--------------------------------------------------------------------------
# * Input Number
#--------------------------------------------------------------------------
def command_103
# If text has been set to message_text
if $game_temp.message_text != nil
# End
return false
end
# Set message end waiting flag and callback
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# Number input setup
$game_temp.message_text = ""
$game_temp.num_input_start = 0
$game_temp.num_input_variable_id = @parameters[0]
$game_temp.num_input_digits_max = @parameters[1]
# Continue
return true
end
#--------------------------------------------------------------------------
# * Script
#--------------------------------------------------------------------------
def command_355
# Set first line to script
script = @list[@index].parameters[0] + "\n"
# Loop
loop do
# If next event command is second line of script or after
if @list[@index + 1].code == 655
# Add second line or after to script
script += @list[@index + 1].parameters[0] + "\n"
# If event command is not second line or after
else
# Abort loop
break
end
# Advance index
@index += 1
end
# Evaluation
result = eval(script)
# Continue
return true
end
end
# *****************************************************************************
# Changes to Window_Message. This is the bulk of the script
# *****************************************************************************
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# This message window is used to display text.
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# x-coordinate depends on justification
if $game_system.window_justification == RIGHT
x = 640 - self.width
elsif $game_system.window_justification == LEFT
x = 0
else # center
x = (640 - $game_system.window_width) / 2
end
# y-coordinate depends on height
y = 480 - $game_system.window_height - 16
super(x, y, $game_system.window_width, $game_system.window_height)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
# face graphic sprite
@face = Sprite.new
@face.opacity = 0
@face.z = self.z + 1
@face_offset = 0
# choice window
@choice_window = Window_Choice.new([])
@choice_window.back_opacity = $game_system.back_opacity
# comic sprite
@comic = Sprite.new
@comic.opacity = 0
@comic.z = self.z + 1
if $game_system.comic_style == TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1")
elsif $game_system.comic_style == TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2")
else # thought
@comic.bitmap = RPG::Cache.windowskin("thought")
end
# window image sprite
@window_back = Sprite.new
@window_back.opacity = 0
@window_back.z = self.z - 1
if $game_system.window_image != nil
@window_back.bitmap = RPG::Cache.windowskin($game_system.window_image)
end
# name window
@name_window = Window_Name.new
@name_window.z = self.z + 1
@pause_time = 0
@wait = 0
@show = false
@face_frame = 0
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
@face.dispose
@choice_window.dispose
@comic.dispose
@name_window.dispose
super
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
@show = false
self.active = false
self.pause = false
self.contents.clear
# Clear showing flag
@contents_showing = false
# Call message callback
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# Clear variables related to text, choices, and number input
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
# Open gold window
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
@choice_window.visible = false
@choice_window.active = false
@comic.opacity = 0
$game_system.slave_windows.each_pair {|name, window|
if window.show == true
window.dispose
$game_system.slave_windows.delete(name)
end
}
@done = false
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
if $game_system.comic_style == TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1")
elsif $game_system.comic_style == TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2")
else # thought
@comic.bitmap = RPG::Cache.windowskin("thought")
end
@show = true
@x = @y = 0
# If waiting for a message to be displayed
if $game_temp.message_text != nil
@text = $game_temp.message_text
# replace shortcuts with original code
$game_system.shortcuts.each { |shortcut, code|
@text.gsub!(shortcut, code)
}
# VERY first thing. Check to see if this is being set up as a slave
# or independent window.
if @text.index(/\\[Ss][Ll][Vv]\[(.*?)\]/) != nil
# is this a new slave window, or a request to display it?
if !$game_system.slave_windows.has_key?($1.to_s)
# there is no such slave window yet. Set it up.
@text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/, "")
$game_system.slave_windows[$1.to_s] = Window_Slave.new(@text)
@text = ""
@show = false
terminate_message
return
end
end
if @text.index(/\\[Ii][Nn][Dd]\[(.*?)\]/) != nil
# is this a new independent window, or a request to display it?
if !$game_system.indy_windows.has_key?($1.to_s)
# there is no such slave window yet. Set it up.
@text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/, "")
$game_system.indy_windows[$1.to_s] = Window_Slave.new(@text)
@text = ""
@show = false
terminate_message
return
end
end
# Control text processing
begin
last_text = @text.clone
@text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until @text == last_text
@text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# window mode
if @text.index(/\\[Mm]/) != nil
if $game_system.ums_mode == NORMAL_MODE
$game_system.ums_mode = FIT_WINDOW_TO_TEXT
else
$game_system.ums_mode = NORMAL_MODE
end
@text.gsub!(/\\[Mm]/) { "" }
end
# window height
@text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do
$game_system.window_height = $1.to_i
""
end
# window width
@text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do
$game_system.window_width = $1.to_i
""
end
# justification
@text.gsub!(/\\[Jj][Rr]/) do
$game_system.window_justification = RIGHT
reset_window
""
end
@text.gsub!(/\\[Jj][Cc]/) do
$game_system.window_justification = CENTER
reset_window
""
end
@text.gsub!(/\\[Jj][Ll]/) do
$game_system.window_justification = LEFT
reset_window
""
end
# face graphics
@text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do
$game_system.face_graphic = $1.to_s
if $1.to_s == ""
@face.opacity = 0
end
""
end
@text.gsub!(/\\[Ff][Ll]/) do
$game_system.face_graphic_justification = LEFT
""
end
@text.gsub!(/\\[Ff][Rr]/) do
$game_system.face_graphic_justification = RIGHT
""
end
# event centering
@text.gsub!(/\\[Ee]\[([0-9]+)\]/) do
$game_system.message_event = $1.to_i
""
end
# comic thingy
@text.gsub!(/\\[Tt]1/) do
$game_system.comic_style = TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1.png")
""
end
@text.gsub!(/\\[Tt]2/) do
$game_system.comic_style = TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2.png")
""
end
@text.gsub!(/\\[Tt][Hh]/) do
$game_system.comic_style = THOUGHT
@comic.bitmap = RPG::Cache.windowskin("thought.png")
""
end
# name window
@text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do
$game_system.name = $1.to_s
if $1.to_s == ""
@name_window.visible = false
@name_window.dummy_window.visible = false
end
""
end
# toggle pause
@text.gsub!(/\\[Pp][Tt]/) do
$game_system.show_pause = !$game_system.show_pause
""
end
# shaking
@text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do
$game_system.shake = $1.to_i
""
end
# back opacity
@text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do
$game_system.back_opacity = $1.to_i
self.back_opacity = $game_system.back_opacity
""
end
# opacity
@text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do
$game_system.opacity = $1.to_i
self.opacity = $game_system.opacity
""
end
# Change "\\\\" to "\000" for convenience
@text.gsub!(/\\\\/) { "\000" }
# Change "\\C" to "\001" and "\\G" to "\002"
@text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@text.gsub!(/\\[Gg]/) { "\002" }
@text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }
# text skip code
@text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" }
# ignore code
@text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" }
# slave and indy windows
@text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/) { "\024[#{$1}]" }
@text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/) { "\025[#{$1}]" }
# bold and italics
@text.gsub!(/\\[Bb]/) { "\004" }
@text.gsub!(/\\[Ii]/) { "\005" }
# shadow
@text.gsub!(/\\[Ss]/) { "\006" }
# font
@text.gsub!(/\\[Ff][Oo][Nn][Tt]\[(.*?)\]/) { "\007[#{$1}]" }
# pause and wait
@text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" }
@text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" }
# write speed
@text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" }
# armor, items, skills, and weapons
@text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) {
item = $data_armors[$1.to_i]
"\014[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) {
item = $data_items[$1.to_i]
"\015[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) {
item = $data_skills[$1.to_i]
"\016[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) {
item = $data_weapons[$1.to_i]
"\017[#{$1}]" + " " + item.name
}
# text justification
@text.gsub!(/\\[Tt][Cc]/) { "\020" }
@text.gsub!(/\\[Tt][Ll]/) { "\021" }
@text.gsub!(/\\[Tt][Rr]/) { "\022" }
# Resize the window to fit the contents?
if $game_system.ums_mode == FIT_WINDOW_TO_TEXT
width = 1
text = @text.split("\n")
height = 0
i = 0
for line in text
# don't count this line's width if it has the ignr code
if !line.include?("\023")
width = [width, self.contents.text_size(line).width].max
delta = self.contents.text_size(line).height
height += delta + (delta * 0.2).to_i
end
end
if $game_system.face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)
width += @face.bitmap.width
if height < @face.bitmap.height
height = @face.bitmap.height - 32
end
end
if height == 0
height = 1
end
self.width = width + 48
self.height = height + 48
self.contents = Bitmap.new(width + 16, height)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
else
if self.width != $game_system.window_height or self.height != $game_system.window_width
self.width = $game_system.window_width
self.height = $game_system.window_height
self.contents = Bitmap.new(self.width - 32, self.height - 32)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
end
end
if $game_system.window_image != nil
# figure out how we're going to resize this
@window_back.zoom_x = self.width.to_f / @window_back.bitmap.width
@window_back.zoom_y = self.height.to_f / @window_back.bitmap.height
end
reset_window
get_x_value
@count = Graphics.frame_count
@pause_time = 0
@ignore = false
@ascending = true
@target_x = self.x + $game_system.shake
@done = false
@face_frame = 0
@done = false
self.oy = 0
end
end
#--------------------------------------------------------------------------
# * Set Window Position and Opacity Level
#--------------------------------------------------------------------------
def reset_window (change_opacity = true)
# x-coordinate depends on justification
if $game_system.message_event == -1
if $game_system.window_justification == RIGHT
self.x = 640 - $game_system.window_width
elsif $game_system.window_justification == LEFT
self.x = 0
else # center
self.x = (640 - self.width) / 2
end
else
if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil
# center on player
event_x = $game_player.screen_x
else
# center on the event specified
event_x = $game_map.events[$game_system.message_event].screen_x
end
self.x = event_x - self.width / 2
@comic.x = self.x + (self.width / 2) + 4
end
if $game_temp.in_battle
self.y = 16
else
if $game_system.message_event == -1
case $game_system.message_position
when 0 # up
self.y = 16
when 1 # middle
self.y = (480 - $game_system.window_height) / 2
when 2 # down
self.y = 480 - $game_system.window_height - 24
end
else
if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil
# above player
self.y = $game_player.screen_y - self.height - 48
else
# above event specified
self.y = $game_map.events[$game_system.message_event].screen_y - self.height - 48
end
@comic.y = self.y + self.height - 2
@comic.angle = 0
end
end
if self.y < 0 + ($game_system.name == "" ? 0 : 16)
if $game_system.comic_enabled
if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil
self.y = $game_player.screen_y - 16
else
self.y = $game_map.events[$game_system.message_event].screen_y - 16
end
@comic.angle = 180
@comic.y = self.y + 2
@comic.x = self.x + (self.width / 2) - 4
else
self.y = 0 + ($game_system.name == "" ? 0 : 16)
end
elsif self.y > 480 - self.height
self.y = 480 - self.height
end
if self.x < 0
self.x = 0
elsif self.x > 680 - self.width - 48
self.x = 640 - self.width
end
if change_opacity
if $game_system.message_frame == 0 and $game_temp.message_text != ""
self.opacity = $game_system.opacity
else
self.opacity = 0
end
self.back_opacity = $game_system.back_opacity
end
# window back stuff
if $game_system.window_image != nil
@window_back.bitmap = RPG::Cache.windowskin($game_system.window_image)
@window_back.x = self.x
@window_back.y = self.y
end
# face stuff
if $game_system.face_graphic != ""
# the player has chosen to show a face graphic
if @done and $game_system.resting_face != ""
@face.bitmap = RPG::Cache.picture($game_system.face_graphic + $game_system.resting_face)
if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
@face_frame = 0
end
else
@face.bitmap = RPG::Cache.picture($game_system.face_graphic)
end
# picture y-coordinate
if $game_system.face_graphic_position == ABOVE
@face.y = self.y - @face.bitmap.height
@face_offset = 0
elsif $game_system.face_graphic_position == CENTER
delta = (@face.bitmap.height - self.height) / 2
@face.y = self.y - delta
if $game_system.animated_faces
@face_offset = $game_system.face_frame_width + 16
else
@face_offset = @face.bitmap.width + 16
end
elsif $game_system.face_graphic_position == BOTTOM
@face.y = self.y + self.height - @face.bitmap.height
if $game_system.animated_faces
@face_offset = $game_system.face_frame_width + 16
else
@face_offset = @face.bitmap.width + 16
end
else # side
delta = (@face.bitmap.height - self.height) / 2
@face.y = self.y - delta
@face_offset = 0
end
# picture x-coordinate
if $game_system.face_graphic_justification == LEFT
if $game_system.face_graphic_position == SIDE
@face.x = self.x - @face.bitmap.width
else
@face.x = self.x + 10
end
else # right side
if $game_system.animated_faces
offset = @face.bitmap.width - $game_system.face_frame_width
else
offset = 0
end
if $game_system.face_graphic_position == SIDE
@face.x = self.x + self.width + offset
else
@face.x = self.x + self.width - @face.bitmap.width - 10 + offset
@face_offset = 0
end
end
if $game_system.animated_faces
@face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height)
if @done and $game_system.resting_face != ""
pause = $game_system.resting_animation_pause
else
pause = $game_system.animation_pause
end
if Graphics.frame_count % pause == 0
@animate_face = true
end
if @animate_face
if Graphics.frame_count % 3 == 0
@face_frame += 1
if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
@face_frame = 0
@animate_face = false
end
end
end
end
end
# name window
if $game_system.name != ""
@name_window.x = self.x
@name_window.y = self.y - 36
@name_window.set_name($game_system.name)
end
# If choice
if $game_temp.choice_max > 0
@choice_window.set_choices($game_temp.choices)
# determine x and y coords for choice window
if $game_system.choice_justification == LEFT
@choice_window.x = self.x
else
@choice_window.x = self.x + self.width - @choice_window.width
end
if $game_system.choice_position == ABOVE
# check to make sure there is enough room above the textbox
if self.y < @choice_window.height
# not enough room above, place below
@choice_window.y = self.y + self.height
else
# draw above
@choice_window.y = self.y - @choice_window.height
end
elsif $game_system.choice_position == BOTTOM
# check to make sure there is enough room below the textbox
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else # side
if $game_system.choice_justification == LEFT
# check to make sure there's room on the left side
if self.y < @choice_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else
# place on the left side
@choice_window.y = self.y
@choice_window.x = self.x - @choice_window.width
end
else # right
# check to make sure there's room on the right side
if (680 - (self.y + self.width)) < @choice_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else
# place on the left side
@choice_window.y = self.y
@choice_window.x = self.x + self.width
end
end
end
end
# If number input
if $game_temp.num_input_variable_id > 0
if @input_number_window == nil
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
end
# determine x and y coords for number input window
if $game_system.choice_justification == LEFT
@input_number_window.x = self.x
else
@input_number_window.x = self.x + self.width - @input_number_window.width
end
if $game_system.choice_position == ABOVE
# check to make sure there is enough room above the textbox
if self.y < @input_number_window.height
# not enough room above, place below
@input_number_window.y = self.y + self.height
else
# draw above
@input_number_window.y = self.y - @choice_window.height
end
elsif $game_system.choice_position == BOTTOM
# check to make sure there is enough room below the textbox
if (480 - self.y - self.height) < @input_number_window.height
# not enough room below, place above
@input_number_window.y = self.y - @input_number_window.height
else
# draw below
@input_number_window.y = self.y + self.height
end
else # side
if $game_system.choice_justification == LEFT
# check to make sure there's room on the left side
if self.y < @input_number_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @input_number_window.height
# not enough room below, place above
@input_number_window.y = self.y - @input_number_window.height
else
# draw below
@input_number_window.y = self.y + self.height
end
else
# place on the left side
@input_number_window.y = self.y
@input_number_window.x = self.x - @choice_window.width
end
else # right
# check to make sure there's room on the right side
if (680 - (self.y + self.width)) < @input_number_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @input_number_window.height
# not enough room below, place above
@input_number_window.y = self.y - @input_number_window.height
else
# draw below
@input_number_window.y = self.y + self.height
end
else
# place on the left side
@input_number_window.y = self.y
@input_number_window.x = self.x + self.width
end
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if (@contents_showing and $game_system.message_event != -1 and $game_system.shake == 0) or $game_system.animated_faces
reset_window(false)
end
if $game_system.shake != 0 # shake the window
if @ascending
if @target_x != self.x
self.x += 1
else
@ascending = false
@target_x = self.x - ($game_system.shake * 2)
end
else
if @target_x != self.x
self.x -= 1
else
@ascending = true
@target_x = self.x + ($game_system.shake * 2)
end
end
end
@name_window.update
if @wait > 0
@wait -= 1
if @wait == 0
terminate_message
return
end
end
# If fade in
if @fade_in
if $game_temp.message_text == ""
@fade_in = false
return
end
self.contents_opacity += 24
if $game_system.face_graphic != ""
@face.opacity += 24
end
if $game_system.window_image != nil
@window_back.opacity += 24
end
if $game_system.comic_enabled and $game_system.message_event != -1
@comic.opacity = self.opacity
@comic.visible = self.visible
end
if $game_system.name != ""
@name_window.visible = true
if $game_system.name_window
@name_window.dummy_window.visible = true
end
end
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
# write the text
if @text != nil and @text != ""
speed = $game_system.write_speed
if $game_system.text_mode == ALL_AT_ONCE or $game_temp.in_battle
while (c = @text.slice!(/./m)) != nil
write_char(c)
end
$game_system.slave_windows.each_value { |window| window.write_all }
return
end
if $game_system.text_skip
if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C)
# the player is holding the action button, write faster
speed /= 3
elsif $game_system.skip_mode == WRITE_ALL and Input.trigger?(Input::C)
# the player pressed the action button, write all the text
while (c = @text.slice!(/./m)) != nil
write_char(c)
end
$game_system.slave_windows.each_value { |window| window.write_all }
return
end
end
while @ignore
c = @text.slice!(/./m)
if c != nil
write_char(c)
end
end
if @pause_time > 0
@pause_time -= 1
return
end
if Graphics.frame_count - @count >= speed
if $game_system.sound_effect != ""
Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100)
end
@count = Graphics.frame_count
c = @text.slice!(/./m)
if c != nil
write_char(c)
end
end
return
end
if $game_system.animated_faces and $game_system.resting_face != ""
@done = true
end
# If inputting number
if @input_number_window != nil
@input_number_window.update
# Confirm
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
# Dispose of number input window
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @wait != 0
return
end
# If message is being displayed and contents are all written
if @contents_showing
# if choice
if $game_temp.choice_max > 0
if !@choice_window.active
@choice_window.visible = true
@choice_window.active = true
@choice_window.index = 0
end
@choice_window.update
else
# If choice isn't being displayed, show pause sign
self.pause = $game_system.show_pause
end
# Cancel
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
# Confirm
if Input.trigger?(Input::C) and !(@wait > 0)
@done = true
$game_system.slave_windows.each_value { |window|
window.write_all
if !window.done
@done = false
end
}
if @done
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(@choice_window.index)
end
terminate_message
else
@finishing_up = true
end
end
return
end
if @finishing_up
$game_system.slave_windows.each_value { |window|
if !window.done
@done = true
break
end
}
if @done = false
terminate_message
end
end
# If display wait message or choice exists when not fading out
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
if @show
self.visible = true
end
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
# If message which should be displayed is not shown, but window is visible
if self.visible
@fade_out = true
self.opacity -= 48
@name_window.opacity -= 48
@comic.opacity -= 48
@face.opacity -= 48
@window_back.opacity -= 48
if self.opacity == 0
self.visible = false
@face.opacity = 0
@window_back.opacity = 0
@choice_window.visible = false
@choice_window.active = false
@comic.opacity = 0
@name_window.visible = false
@name_window.dummy_window.visible = false
@name_window.update
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
if $game_temp.battle_calling or $game_temp.shop_calling or $game_temp.name_calling or $game_temp.menu_calling or $game_temp.save_calling or $game_temp.debug_calling
$game_system.indy_windows.each_pair {|name, window|
if window.show == true
window.dispose
$game_system.indy_windows.delete(name)
end
}
end
end
#--------------------------------------------------------------------------
# * Process and write the given character
#--------------------------------------------------------------------------
def write_char(c)
if c == "\000"
# Return to original text
c = "\\"
end
# If \C[n]
if c == "\001"
# Change text color
@text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# go to next text
return
end
# If \G
if c == "\002"
# Make gold window
if @gold_window == nil
@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
# go to next text
return
end
# If \skip
if c == "\003"
# toggle text skipping
$game_system.text_skip = !$game_system.text_skip
# go to next text
return
end
# If \b
if c == "\004"
# toggle bold
self.contents.font.bold = !self.contents.font.bold
# go to next text
return
end
# If \i
if c == "\005"
# toggle italics
self.contents.font.italic = !self.contents.font.italic
# go to next text
return
end
# If \s
if c == "\006"
# toggle shadow
$game_system.shadowed_text = !$game_system.shadowed_text
# go to next text
return
end
# If \font
if c == "\007"
# change font
@text.sub!(/\[(.*?)\]/, "")
font = $1.to_s
$game_system.font = font
if font == ""
self.contents.font.name = Font.default_name
else
self.contents.font.name = font
end
# go to next text
return
end
# If \p[n]
if c == "\010"
@text.sub!(/\[([0-9]+)\]/, "")
@pause_time = $1.to_i
# go to next text
return
end
# If \w[n]
if c == "\011"
@text.sub!(/\[([0-9]+)\]/, "")
@wait = $1.to_i
# go to next text
return
end
# If \ws[n]
if c == "\013"
@text.sub!(/\[([0-9]+)\]/, "")
$game_system.write_speed = $1.to_i
# go to next text
return
end
# If \oa[n]
if c == "\014"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_armors[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
line = self.contents.text_size("dj").height
self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \oi[n]
if c == "\015"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_items[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
line = self.contents.text_size("dj").height
self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \os[n]
if c == "\016"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_skills[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
line = self.contents.text_size("dj").height
self.contents.blt(@x + 2, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \ow[n]
if c == "\017"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_weapons[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
line = self.contents.text_size("dj").height
self.contents.blt(@x + 2, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \tc
if c == "\020"
# center justify
$game_system.text_justification = CENTER
get_x_value
# go to next text
return
end
# If \tl
if c == "\021"
# left justify
$game_system.text_justification = LEFT
get_x_value
# go to next text
return
end
# If \tr
if c == "\022"
# right justify
$game_system.text_justification = RIGHT
get_x_value
# go to next text
return
end
# If \ignr
if c == "\023"
# set ignore flage
@ignore = true
# go to next text
return
end
# if \slv
if c == "\024"
# we need to show a slave window
@text.sub!(/\[(.*?)\]/, "")
name = $1.to_s
$game_system.slave_windows[name].show = true
return
end
# if \ind
if c == "\025"
# we need to show a independent window
@text.sub!(/\[(.*?)\]/, "")
name = $1.to_s
if $game_system.indy_windows[name].show
$game_system.indy_windows[name].dispose
$game_system.indy_windows.delete(name)
else
$game_system.indy_windows[name].show = true
end
return
end
# if \c (hex color)
if c == "\026"
# convert hex color to RGB
@text.sub!(/\[([0123456789abcdef]+)\]/, "")
hex_code = $1.to_s
red = ("0x" + hex_code.slice(0..1)).hex
blue = ("0x" + hex_code.slice(2..3)).hex
green = ("0x" + hex_code.slice(4..5)).hex
self.contents.font.color = Color.new(red, blue, green)
return
end
# If new line text
if c == "\n"
# Add 1 to y
if !@ignore
@y += 1
end
if @text != ""
get_x_value
end
@ignore = false
# go to next text
return
end
if @ignore
return
end
# Draw text
line = self.contents.text_size("dj").height
if $game_system.shadowed_text
old_color = self.contents.font.color.clone
self.contents.font.color = $game_system.shadow_color
self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)
self.contents.font.color = old_color
end
self.contents.draw_text(4 + @x, line * @y, 40, 32, c)
# Add x to drawn text width
@x += self.contents.text_size(c).width
end
def get_x_value
# text justification - offset for first line
if $game_system.text_justification == CENTER
# get the length of the current line
w = self.contents.text_size(@text.split("\n")[0]).width
@x = (self.width - w - 4
/ 2
elsif $game_system.text_justification == RIGHT
# get the length of the current line
w = self.contents.text_size(@text.split("\n")[0]).width
@x = self.width - w - 48
else # left
if $game_system.face_graphic == ""
@x = 0
else
@x = @face_offset
end
end
end
end
#==============================================================================
# ** Window_Choice
#------------------------------------------------------------------------------
# This message window is used to display choices.
#==============================================================================
class Window_Choice < Window_Selectable
def initialize (choices)
super(0, 0, 32, choices.size * 32)
self.visible = false
self.active = false
self.z = 9999
@index = 0
@item_max = choices.size
@choices = choices
self.contents = Bitmap.new(32, 32)
self.opacity = $game_system.opacity
self.back_opacity = $game_system.back_opacity
end
def refresh
# determine necessary width
width = 64
for line in @choices
width = [width, (self.contents.text_size(line).width + 4
].max
end
self.width = width
self.height = @choices.size * 32 + 32
self.contents = Bitmap.new(width - 32, height - 32)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
# draw choices
y = 0
for line in @choices
# Draw text
if $game_system.shadowed_text
old_color = self.contents.font.color.clone
self.contents.font.color = $game_system.shadow_color
self.contents.draw_text(6, 32 * y + 2, width, 32, line)
self.contents.font.color = old_color
end
self.contents.draw_text(4, y * 32, width, 32, line)
y += 1
end
end
def set_choices(choices)
@choices = choices
@item_max = @choices.size
for choice in @choices
choice.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
choice.gsub!(/\\[Nn]\[([0-9]+)\]/) {
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
}
end
refresh
end
end
#==============================================================================
# ** Window_Name
#------------------------------------------------------------------------------
# This window is used to display names above the message window. Uncomment
# and modify the various sections to customize.
#==============================================================================
class Window_Name < Window_Base
attr_accessor :dummy_window
def initialize
super(0, 0, 32, 64)
self.contents = Bitmap.new(32, 32)
self.opacity = 0
@dummy_window = Window_Dummy.new
self.visible = false
end
def set_name(name)
@name = name
refresh
end
def refresh
if @name == nil
return
end
self.width = self.contents.text_size(@name).width + 48
self.contents = Bitmap.new(width - 32, height - 32)
if $game_system.name_window
@dummy_window.x = self.x
@dummy_window.y = self.y + 12
@dummy_window.set(height - 24, width - 12)
end
# uncomment this and change the font to give the name window a fancy font
#self.contents.font.name = "Ariel"
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(0, 0, self.width, 32, @name)
self.contents.draw_text(0, 2, self.width, 32, @name)
self.contents.draw_text(2, 0, self.width, 32, @name)
self.contents.draw_text(2, 2, self.width, 32, @name)
# change the color to give the name window a seperate color
self.contents.font.color = normal_color
self.contents.draw_text(1, 1, self.width, 32, @name)
end
def update
super
if $game_system.name_window
@dummy_window.x = self.x
@dummy_window.y = self.y + 12
@dummy_window.update
end
end
def dispose
@dummy_window.dispose
super
end
end
class Window_Dummy < Window_Base
def initialize
super(0, 0, 32, 64)
self.z = 9999
self.visible = false
end
def set(height, width)
self.height = height
self.width = width
end
def update
super
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
end
end
#==============================================================================
# ** Window_Slave
#------------------------------------------------------------------------------
# These are slave windows to the main message window. They will close when
# the user terminates them. Initial settings are identical to the main
# message window, with one exception. When in normal mode, it will apear
# above if the main message is below, below if it is above or centered. Use
# message codes to change the settings for this window.
#==============================================================================
class Window_Slave < Window_Base
attr_accessor :show
attr_reader :done
def write_all
@write_all = true
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize (text)
super(0, 0, 33, 33)
@text = text
# x-coordinate depends on justification
if @justification == RIGHT
self.x = 640 - self.width
elsif @justification == LEFT
self.x = 0
else # center
self.x = (640 - self.width) / 2
end
# y-coordinate depends on height
self.y = 480 - $game_system.window_height - 16
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
# face graphic sprite
@face = Sprite.new
@face.opacity = 0
@face.z = self.z + 1
@face_offset = 0
# choice window
@choice_window = Window_Choice.new([])
@choice_window.back_opacity = $game_system.back_opacity
@comic_style = $game_system.comic_style
@name = $game_system.name
# comic sprite
@comic = Sprite.new
@comic.opacity = 0
@comic.z = self.z + 1
if @comic_style == TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1")
elsif @comic_style == TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2")
else # thought
@comic.bitmap = RPG::Cache.windowskin("thought")
end
@pause_time = 0
@wait = 0
@mode = $game_system.ums_mode
self.height = $game_system.window_height
self.width = $game_system.window_width
@justification = $game_system.window_justification
@face_graphic = $game_system.face_graphic
@face_graphic_justification = $game_system.face_graphic_justification
@message_event = $game_system.message_event
if $game_system.message_position == 2 # down
@message_position = 0
else
@message_postion = 2
end
@face_graphic_position = $game_system.face_graphic_position
if $game_system.font == ""
@font = Font.default_name
else
@font = $game_system.font
end
@text_justification = $game_system.text_justification
@shake = $game_system.shake
@face_frame = 0
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
@face.dispose
@choice_window.dispose
@comic.dispose
if @name_window != nil
@name_window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.contents.clear
# Clear showing flag
@contents_showing = false
# Call message callback
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# Clear variables related to text, choices, and number input
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
# Open gold window
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
@choice_window.visible = false
@choice_window.active = false
@comic.opacity = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
@x = @y = 0
# If waiting for a message to be displayed
if @text != nil
# replace shortcuts with original code
$game_system.shortcuts.each { |shortcut, code|
@text.gsub!(shortcut, code)
}
# Control text processing
begin
last_text = @text.clone
@text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until @text == last_text
@text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# window mode
if @text.index(/\\[Mm]/) != nil
if $game_system.ums_mode == NORMAL_MODE
@mode = FIT_WINDOW_TO_TEXT
else
@mode = NORMAL_MODE
end
@text.gsub!(/\\[Mm]/) { "" }
end
# window height
@text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do
self.height = $1.to_i
""
end
# window width
@text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do
self.width = $1.to_i
""
end
# justification
@text.gsub!(/\\[Jj][Rr]/) do
@justification = RIGHT
reset_window
""
end
@text.gsub!(/\\[Jj][Cc]/) do
@justification = CENTER
reset_window
""
end
@text.gsub!(/\\[Jj][Ll]/) do
@justification = LEFT
reset_window
""
end
# face graphics
@text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do
@face_graphic = $1.to_s
if $1.to_s == ""
@face.opacity = 0
end
""
end
@text.gsub!(/\\[Ff][Ll]/) do
@face_graphic_justification = LEFT
""
end
@text.gsub!(/\\[Ff][Rr]/) do
@face_graphic_justification = RIGHT
""
end
# event centering
@text.gsub!(/\\[Ee]\[([0-9]+)\]/) do
@message_event = $1.to_i
""
end
# comic thingy
@text.gsub!(/\\[Tt]1/) do
@comic_style = TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1.png")
""
end
@text.gsub!(/\\[Tt]2/) do
@comic_style = TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2.png")
""
end
@text.gsub!(/\\[Tt][Hh]/) do
@comic_style = THOUGHT
@comic.bitmap = RPG::Cache.windowskin("thought.png")
""
end
# name window
@text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do
@name = $1.to_s
if $1.to_s == "" and @name_window != nil
@name_window.visible = false
end
""
end
if @name != ""
# name window
@name_window = Window_Name.new
@name_window.z = self.z + 1
@name_window.set_name(@name)
end
# shaking
@text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do
@shake = $1.to_i
""
end
# back opacity
@text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do
self.back_opacity = $1.to_i
""
end
# opacity
@text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do
self.opacity = $1.to_i
""
end
# Change "\\\\" to "\000" for convenience
@text.gsub!(/\\\\/) { "\000" }
# Change "\\C" to "\001" and "\\G" to "\002"
@text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@text.gsub!(/\\[Gg]/) { "\002" }
@text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }
# text skip code
@text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" }
# ignore code
@text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" }
# bold and italics
@text.gsub!(/\\[Bb]/) { "\004" }
@text.gsub!(/\\[Ii]/) { "\005" }
# shadow
@text.gsub!(/\\[Ss]/) { "\006" }
# font
@text.gsub!(/\\[Ff][Oo][Nn][Tt]\[(.*?)\]/) { "\007[#{$1}]" }
# pause and wait
@text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" }
@text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" }
# write speed
@text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" }
# armor, items, skills, and weapons
@text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) {
item = $data_armors[$1.to_i]
"\014[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) {
item = $data_items[$1.to_i]
"\015[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) {
item = $data_skills[$1.to_i]
"\016[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) {
item = $data_weapons[$1.to_i]
"\017[#{$1}]" + " " + item.name
}
# text justification
@text.gsub!(/\\[Tt][Cc]/) { "\020" }
@text.gsub!(/\\[Tt][Ll]/) { "\021" }
@text.gsub!(/\\[Tt][Rr]/) { "\022" }
# Resize the window to fit the contents?
if @mode == FIT_WINDOW_TO_TEXT
width = 1
text = @text.split("\n")
height = 0
i = 0
for line in text
# don't count this line's width if it has the ignr code
if !line.include?("\023")
width = [width, self.contents.text_size(line).width].max
delta = self.contents.text_size(line).height
height += delta + (6 * i) + 3
if i < 3
i += 1
end
end
end
if @face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)
width += @face.bitmap.width
if height < @face.bitmap.height
height = @face.bitmap.height - 32
end
end
if height == 0
height = 1
end
self.width = width + 48
self.height = height + 48
self.contents = Bitmap.new(width + 16, height)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
else
if self.width != $game_system.window_height or self.height != $game_system.window_width
self.width = $game_system.window_width
self.height = $game_system.window_height
self.contents = Bitmap.new(self.width - 32, self.height - 32)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
end
end
reset_window
get_x_value
@count = Graphics.frame_count
@pause_time = 0
@ignore = false
@done = false
@face_frame = 0
end
# If number input
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
#--------------------------------------------------------------------------
# * Set Window Position and Opacity Level
#--------------------------------------------------------------------------
def reset_window (change_opacity = true)
# x-coordinate depends on justification
if @message_event == -1
if @justification == RIGHT
self.x = 640 - self.width
elsif @justification == LEFT
self.x = 0
else # center
self.x = (640 - self.width) / 2
end
else
if @message_event == 0 or $game_map.events[@message_event] == nil
# center on player
event_x = $game_player.screen_x
else
# center on the event specified
event_x = $game_map.events[@message_event].screen_x
end
self.x = event_x - self.width / 2
@comic.x = self.x + (self.width / 2) + 4
end
if $game_temp.in_battle
self.y = 16
else
if @message_event == -1
case @message_position
when 0 # up
self.y = 16
when 1 # middle
self.y = (480 - self.height) / 2
when 2 # down
self.y = 480 - self.height - 24
end
else
if @message_event == 0 or $game_map.events[@message_event] == nil
# above player
self.y = $game_player.screen_y - self.height - 48
else
# above event specified
self.y = $game_map.events[@message_event].screen_y - self.height - 48
end
@comic.y = self.y + self.height - 2
end
end
if self.y < 0 + (@name == "" ? 0 : 16)
self.y = 0 + (@name == "" ? 0 : 16)
elsif self.y > 480 - self.height
self.y = 480 - self.height
end
if self.x < 0
self.x = 0
elsif self.x > 680 - self.width - 48
self.x = 640 - self.width
end
if change_opacity
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = $game_system.back_opacity
end
# face stuff
if @face_graphic != ""
# the player has chosen to show a face graphic
if @done and $game_system.resting_face != ""
@face.bitmap = RPG::Cache.picture(@face_graphic + $game_system.resting_face)
if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
@face_frame = 0
end
else
@face.bitmap = RPG::Cache.picture(@face_graphic)
end
# picture y-coordinate
if @face_graphic_position == ABOVE
@face.y = self.y - @face.bitmap.height
@face_offset = 0
elsif @face_graphic_position == CENTER
delta = (@face.bitmap.height - self.height) / 2
@face.y = self.y - delta
if $game_system.animated_faces
@face_offset = $game_system.face_frame_width + 16
else
@face_offset = @face.bitmap.width + 16
end
elsif @face_graphic_position == BOTTOM
@face.y = self.y + self.height - @face.bitmap.height
if $game_system.animated_faces
@face_offset = $game_system.face_frame_width + 16
else
@face_offset = @face.bitmap.width + 16
end
else # side
delta = (@face.bitmap.height - self.height) / 2
@face.y = self.y - delta
@face_offset = 0
end
# picture x-coordinate
if @face_graphic_justification == LEFT
if @face_graphic_position == SIDE
@face.x = self.x - @face.bitmap.width
else
@face.x = self.x + 10
end
else
if $game_system.animated_faces
offset = @face.bitmap.width - $game_system.face_frame_width
else
offset = 0
end
if @face_graphic_position == SIDE
@face.x = self.x + self.width + offset
else
@face.x = self.x + self.width - @face.bitmap.width - 10 + offset
@face_offset = 0
end
end
if $game_system.animated_faces
@face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height)
if @done and $game_system.resting_face != ""
pause = $game_system.resting_animation_pause
else
pause = $game_system.animation_pause
end
if Graphics.frame_count % pause == 0
@animate_face = true
end
if @animate_face
if Graphics.frame_count % 3 == 0
@face_frame += 1
if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
@face_frame = 0
@animate_face = false
end
end
end
end
end
# name window
if @name != "" and @name != nil
@name_window.set_name(@name)
@name_window.x = self.x
@name_window.y = self.y - 36
end
# If choice
if $game_temp.choice_max > 0
@choice_window.set_choices($game_temp.choices)
# determine x and y coords for choice window
if $game_system.choice_justification == LEFT
@choice_window.x = self.x
else
@choice_window.x = self.x + self.width - @choice_window.width
end
if $game_system.choice_position == ABOVE
# check to make sure there is enough room above the textbox
if self.y < @choice_window.height
# not enough room above, place below
@choice_window.y = self.y + self.height
else
# draw above
@choice_window.y = self.y - @choice_window.height
end
elsif $game_system.choice_position == BOTTOM
# check to make sure there is enough room below the textbox
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else # side
if $game_system.choice_justification == LEFT
# check to make sure there's room on the left side
if self.y < @choice_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else
# place on the left side
@choice_window.y = self.y
@choice_window.x = self.x - @choice_window.width
end
else # right
# check to make sure there's room on the right side
if (680 - (self.y + self.width)) < @choice_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else
# place on the left side
@choice_window.y = self.y
@choice_window.x = self.x + self.width
end
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if !@show
return
else
self.visible = true
if @face_graphic != ""
@face.opacity = 255
end
if $game_system.comic_enabled and @message_event != -1
@comic.opacity = 255
end
if @name != ""
@name_window.visible = true
end
if @input_number_window != nil
@input_number_window.contents_opacity = 255
end
reset_window
end
if (@contents_showing and $game_system.message_event != -1 and @shake == 0) or $game_system.animated_faces
reset_window(false)
end
if $game_system.shake != 0 # shake the window
if @ascending
if @target_x != self.x
self.x += 1
else
@ascending = false
@target_x = self.x - ($game_system.shake * 2)
end
else
if @target_x != self.x
self.x -= 1
else
@ascending = true
@target_x = self.x + ($game_system.shake * 2)
end
end
end
if @wait > 0
@wait -= 1
if @wait == 0
terminate_message
return
end
end
# If fade in
if @fade_in
self.contents_opacity += 24
if @face_graphic != ""
@face.opacity += 24
end
if $game_system.comic_enabled and @message_event != -1
@comic.opacity += 24
end
if @name != ""
@name_window.visible = true
end
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
# write the text
if @text != nil and @text != ""
speed = $game_system.write_speed
if $game_system.text_skip
if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C)
# the player is holding the action button, write faster
speed /= 3
elsif $game_system.skip_mode == WRITE_ALL and @write_all
# the player pressed the action button, write all the text
while (c = @text.slice!(/./m)) != nil
write_char(c)
end
return
end
end
while @ignore
c = @text.slice!(/./m)
if c != nil
write_char(c)
end
end
if @pause_time > 0
@pause_time -= 1
return
end
if Graphics.frame_count - @count >= speed
if $game_system.sound_effect != ""
Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100)
end
@count = Graphics.frame_count
c = @text.slice!(/./m)
if c != nil
write_char(c)
end
end
return
end
@done = true
# If inputting number
if @input_number_window != nil
@input_number_window.update
# Confirm
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
# Dispose of number input window
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @wait != 0
return
end
# If message is being displayed and contents are all written
if @contents_showing
# if choice
if $game_temp.choice_max > 0
if !@choice_window.active
@choice_window.visible = true
@choice_window.active = true
@choice_window.index = 0
end
@choice_window.update
else
# If choice isn't being displayed, show pause sign
self.pause = true
end
return
end
end
#--------------------------------------------------------------------------
# * Process and write the given character
#--------------------------------------------------------------------------
def write_char(c)
if c == "\000"
# Return to original text
c = "\\"
end
# If \C[n]
if c == "\001"
# Change text color
@text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# go to next text
return
end
# If \G
if c == "\002"
# Make gold window
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
# go to next text
return
end
# If \skip
if c == "\003"
# toggle text skipping
#$game_system.text_skip = !$game_system.text_skip
# go to next text
return
end
# If \b
if c == "\004"
# toggle bold
self.contents.font.bold = !self.contents.font.bold
# go to next text
return
end
# If \i
if c == "\005"
# toggle italics
self.contents.font.italic = !self.contents.font.italic
# go to next text
return
end
# If \s
if c == "\006"
# toggle shadow
#$game_system.shadowed_text = !$game_system.shadowed_text
# go to next text
return
end
# If \font
if c == "\007"
# change font
@text.sub!(/\[(.*?)\]/, "")
font = $1.to_s
@font = font
if font == ""
self.contents.font.name = Font.default_name
else
self.contents.font.name = font
end
# go to next text
return
end
# If \p[n]
if c == "\010"
@text.sub!(/\[([0-9]+)\]/, "")
@pause_time = $1.to_i
# go to next text
return
end
# If \w[n]
if c == "\011"
@text.sub!(/\[([0-9]+)\]/, "")
@wait = $1.to_i
# go to next text
return
end
# If \ws[n]
if c == "\013"
@text.sub!(/\[([0-9]+)\]/, "")
$game_system.write_speed = $1.to_i
# go to next text
return
end
# If \oa[n]
if c == "\014"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_armors[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \oi[n]
if c == "\015"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_items[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \os[n]
if c == "\016"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_skills[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \ow[n]
if c == "\017"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_weapons[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \tc
if c == "\020"
# center justify
@text_justification = CENTER
get_x_value
# go to next text
return
end
# If \tl
if c == "\021"
# left justify
@text_justification = LEFT
get_x_value
# go to next text
return
end
# If \tr
if c == "\022"
# right justify
@text_justification = RIGHT
get_x_value
# go to next text
return
end
# If \ignr
if c == "\023"
# set ignore flage
@ignore = true
# go to next text
return
end
# if \c (hex color)
if c == "\026"
# convert hex color to RGB
@text.sub!(/\[([0123456789abcdef]+)\]/, "")
hex_code = $1.to_s
red = ("0x" + hex_code.slice(0..1)).hex
blue = ("0x" + hex_code.slice(2..3)).hex
green = ("0x" + hex_code.slice(4..5)).hex
self.contents.font.color = Color.new(red, blue, green)
return
end
# If new line text
if c == "\n"
# Add 1 to y
if !@ignore
@y += 1
end
if @text != ""
get_x_value
end
@ignore = false
# go to next text
return
end
if @ignore
return
end
# Draw text
line = self.contents.text_size("dj").height
if $game_system.shadowed_text
old_color = self.contents.font.color.clone
self.contents.font.color = $game_system.shadow_color
self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)
self.contents.font.color = old_color
end
self.contents.draw_text(4 + @x, line * @y, 40, 32, c)
# Add x to drawn text width
@x += self.contents.text_size(c).width
end
def get_x_value
# text justification - offset for first line
if @text_justification == CENTER
# get the length of the current line
w = self.contents.text_size(@text.split("\n")[0]).width
@x = (self.width - w - 4
/ 2
elsif @text_justification == RIGHT
# get the length of the current line
w = self.contents.text_size(@text.split("\n")[0]).width
@x = self.width - w - 48
else # left
if @face_graphic == ""
@x = 0
else
@x = @face_offset
end
end
end
end
#==============================================================================
# ** Window_InputNumber
#------------------------------------------------------------------------------
# This window is for inputting numbers, and is used within the
# message window.
#==============================================================================
class Window_InputNumber < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# digits_max : digit count
#--------------------------------------------------------------------------
def initialize(digits_max)
@digits_max = digits_max
@number = 0
# Calculate cursor width from number width (0-9 equal width and postulate)
dummy_bitmap = Bitmap.new(32, 32)
@cursor_width = dummy_bitmap.text_size("0").width + 8
dummy_bitmap.dispose
super(0, 0, @cursor_width * @digits_max + 32, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.z += 9999
self.opacity = $game_system.opacity
self.back_opacity = $game_system.back_opacity
@index = 0
refresh
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
s = sprintf("%0*d", @digits_max, @number)
for i in 0...@digits_max
# Draw text
if $game_system.shadowed_text
old_color = self.contents.font.color.clone
self.contents.font.color = $game_system.shadow_color
self.contents.draw_text(i * @cursor_width + 6, 2, 32, 32, s[i,1])
self.contents.font.color = old_color
end
self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1])
end
end
end
Im Anhang ein Bild wie man es im Game als Event anwendet.
Hoffe, dass ich dir helfen konnte
~Kairi
aber iwie hat der meinen text nicht genommen... Weiß auch nicht
wieso... Habe den schon 3 mal editiert -.-
Im UMS gibt es einen voreingestellten Skript. Habe das UMS im Script
Explorer unter 'Sonstiges' bin mir aber nicht sicher, ob das schon drin
war oder net... Hier der Code:
# *****************************************************************************
# * Universal Message System
# * v1.5.0
# * by Ccoa
# *****************************************************************************
# Usage:
=begin
IN MESSAGE CODES
\b - toggle bold on and off
\bopc - change the back opacity for this message to i (should be 0-255)
\c[i] - change the text color
\c[#IIIIII] - change the text color to the hex code (temporary)
\e[i] - place the text box over event i (0 = player, -1 no event)
\face[name] - changes the face graphic to name.png (leave empty [] for no face)
\fl - change face justification to left
\font[name] - change the font to name, leave empty [] to return to the default font
\fr - change face justification to right
\g - display the gold window
\height - height of the message window, works only in normal mode
\i - toggle italics on and off
\ignr - Do not write anything on this line, only process codes, must be the first thing on a line
\jc - justify the window to the center, ignored if using \e
\jl - justify the window to the left, ignored if using \e
\jr - justify the window to the right, ignored if using \e
\m - toggle mode between normal and fit window to text
\n[i] - display the name of actor i
\nm[name] - display the name in the name window, leave empty [] to remove the name window
\oa[i] - display the icon and name of armor i
\oi[i] - display the icon and name of item i
\opc[i] - change the opacity for this message to i (should be 0-255)
\os[i] - display the icon and name of skill i
\ow[i] - display the icon and name of weapon i
\p[i] - pause for i frames before writing the next character
\pt - toggle pause display on and off
\s - toggle shadowed text
\shk[i] - set window shake to i, higher i is bigger shake, 0 is no shake
\skip - toggle text skip on and off
\t1 - switch to the talk1 comic thingy
\t2 - switch to the talk2 comic thingy
\tc - center the text, must be the first thing on a line
\th - switch to the thought comic thingy
\tl - left justify the text, must be the first thing on a line
\tr - right justify the text, must be the first thing on a line
\v[i] - display variable i
\width - width of the message window, works only in normal mode
\w[i] - wait for i frames after receiving this code, then close the window
\ws[i] - change the write speed to i
\slv[name] - set this window to be slave window name, or show slave window name
\inc - include this window in the last
OUT OF MESSAGE CODES (use in a Script event command)
$game_system.ums_mode = NORMAL_MODE - switch to normal mode
$game_system.ums_mode = FIT_WINDOW_TO_TEXT - switch to fit window mode
$game_system.text_skip = true - turn text skip on
$game_system.text_skip = false
true - turn text skip off (true is necessary)
$game_system.text_mode = WRITE_FASTER - change skip mode to write faster
$game_system.text_mode = WRITE_ALL - change skip mode to write all
$game_system.write_speed = i - change the delay between letters to i frames
$game_system.window_height = i - change the window height to i
$game_system.window_width = i - change the window width to i
$game_system.window_justification = RIGHT - make the window right justified
$game_system.window_justification = LEFT - make the window left justified
$game_system.window_justification = CENTER - make the window center justified
$game_system.face_graphic = "filename" - change the face graphic to filename.png
$game_system.face_graphic = "" - change the face graphic to none
$game_system.face_graphic_justification = LEFT - the face graphic is on the left side
$game_system.face_graphic_justification = RIGHT - the face graphic is on the right side
$game_system.face_graphic_position = TOP - face graphic appears on top of window
$game_system.face_graphic_position = CENTER - face graphic appears centered in window
$game_system.face_graphic_position = BOTTOM - face graphic appears on the bottom of window
$game_system.shadow_text = true - turn text shadowing on
$game_system.shadow_text = false
true - turn text shadowing off (true is necessary)
$game_system.shadow_color = Color.new(red, blue, green, alpha) - change shadow color
$game_system.message_event = what event to put the message over (0 = player, -1 = no event)
$game_system.comic_enabled = false
true - turn off comic thingy
$game_system.comic_enabled = true - turn on comic thingy (only works with message_event not -1)
$game_system.comic_style = TALK1 - use the talk1.png comic thingy
$game_system.comic_style = TALK2 - use the talk2.png comic thingy
$game_system.comic_style = THOUGHT - use the thought.png comic thingy
$game_system.name = "name" - change the text of the name window to name
$game_system.name = "" - remove the name window
$game_system.font = "name" - change the font to name
$game_system.font = "" - return the font to the default
$game_system.text_justification = CENTER - center justify the text
$game_system.text_justification = LEFT - left justify the text
$game_system.text_justification = RIGHT - right justify the text
$game_system.show_pause = true - show pause icon when waiting for user input
$game_system.show_pause = false - don't show pause icon when waiting for user input
$game_system.shake = 0 - turn window shake off
$game_system.shake = i - set shake to i, higher i is bigger shake
$game_system.sound_effect = "" - turn off the letter-by-letter SE
$game_system.sound_effect = "sename" - play the SE sename with each letter written
$game_system.animated_faces = false - do not use animated faces
$game_system.animated_faces = true - use animated faces
$game_system.animation_pause = i - Wait i frames between each animation
$game_system.face_frame_width = i - Each frame on the faceset is i pixels
$game_system.resting_face = "" - Do not use a resting face
$game_system.resting_face = "name" - Use a different animated face named facenamename when done talking
$game_system.resting_animation_pause = i - Wait i frames between resting animations
$game_system.text_mode = ONE_LETTER_AT_A_TIME - write text one letter at a time
$game_system.text_mode = ALL_AT_ONCE - write text all at once
$game_system.font_color = Color.new(R, G, B, A) - permanently change the font color to the RGBA color given here
$game_system.font_color = nil - return the font color permanently to normal_color (white, by default)
$game_system.windowskin = "windowskinname" - change the message box windowskin to windowskin
$game_system.windowskin = "" - change the message box windowskin back to the one in the database
$game_system.name_window = true - show the name window
$game_system.name_window = false - hide the name window (just show the text)
$game_system.opacity = i - change the message window back opacity to i (0-255)
$game_system.window_image = "imagename" - the name of the image to show behind the window
$game_system.window_image = nil - stop showing an image behind the window
=end
# *****************************************************************************
# CONSTANTS
# *****************************************************************************
# modes
NORMAL_MODE = 0
FIT_WINDOW_TO_TEXT = 1
#text modes
ONE_LETTER_AT_A_TIME = 0
ALL_AT_ONCE = 1
# skip modes
WRITE_FASTER = 0
WRITE_ALL = 1
# justifications
RIGHT = 0
CENTER = 1
LEFT = 2
# positions for extra objects (face graphics, choice box, etc)
ABOVE = 0 # place the object above the top of the message box
CENTER = 1 # center the object vertically inside the message box
BOTTOM = 2 # place the bottom of the object on the bottom of the message box
SIDE = 3 # to the side of the message box (which side depends on justification)
# comic type
TALK1 = 0
TALK2 = 1
THOUGHT = 2
# *****************************************************************************
# Changes to Game_System. This allows any changes made to be saved when the
# game is saved.
# *****************************************************************************
class Game_System
attr_accessor :ums_mode # what mode the UMS is in
attr_accessor :text_skip # whether or not text skip is activated
attr_accessor :skip_mode # write the text faster while C is pressed, or just skip to the end
attr_accessor :write_speed # frame delay between characters
attr_accessor :text_mode # write one letter at a time, or all at once?
attr_accessor :window_height # default height of message window
attr_accessor :window_width # default width of message window
attr_accessor :window_justification # default justification of window
attr_accessor :face_graphic # current face graphic
attr_accessor :face_graphic_justification # justification of face graphic
attr_accessor :face_graphic_position # position of face graphic
attr_accessor :shadowed_text # whether or not to draw a shadow behind the text
attr_accessor :shadow_color # the shadow color
attr_accessor :choice_justification # where the choice window is located
attr_accessor :choice_position # prefered position of choice window
attr_accessor :message_event # what event to center the text over (0 player, -1 to not)
attr_accessor :comic_enabled # using "talk" icons?
attr_accessor :comic_style # what type of comic image to use
attr_accessor :name # the text for the name window
attr_accessor :name_window # should the name window be visible?
attr_accessor :font # the name of the font
attr_accessor :font_color # the name of the (permanent) font color
attr_accessor :text_justification # the justification of the window text
attr_accessor :show_pause # whether or not to show the pause icon
attr_accessor :shake # the amount of shake for the window
attr_accessor :sound_effect # SE to play with each letter
attr_accessor :slave_windows # hash of slave windows
attr_accessor :indy_windows # hash of independent windows
attr_accessor :animated_faces # are the faces animated?
attr_accessor :animation_pause # how long do I wait between animation loops?
attr_accessor :face_frame_width # how many pixels wide is each face frame
attr_accessor :resting_face # postext for waiting face graphic
attr_accessor :resting_animation_pause # how long to wait for resting graphic
attr_accessor :windowskin # what windowskin to use for messages
attr_accessor :back_opacity # back opacity of windowskin
attr_accessor :opacity # opacity of windowskin
attr_accessor :window_image # image used behind window
attr_reader :shortcuts # user-defined shortcuts
alias ums_initialize initialize
def initialize
ums_initialize
@ums_mode = NORMAL_MODE
@skip_mode = WRITE_ALL
@text_skip = true
@write_speed = 2
@text_mode = ONE_LETTER_AT_A_TIME
@window_height = 128
@window_width = 480
@window_justification = CENTER
@face_graphic = ""
@face_graphic_justification = LEFT
@face_graphic_position = CENTER
@shadowed_text = false
@shadow_color = Color.new(0, 0, 0, 100)
@choice_justification = RIGHT
@choice_position = SIDE
@message_event = -1
@comic_enabled = false
@comic_style = TALK1
@name = ""
@name_window = false
@font = "Verdana"
@font_color = nil
@text_justification = LEFT
@show_pause = true
@shake = 0
@sound_effect = ""
@slave_windows = {}
@indy_windows = {}
@animated_faces = false
@animation_pause = 80
@face_frame_width = 100
@resting_face = ""
@resting_animation_pause = 80
@windowskin = ""
@opacity = 255
@back_opacity = 160
@window_image = nil
@used_codes = ['\v', '\n', '\c', '\g', '\skip', '\m', '\height', '\width',
'\jr', '\jc', '\jl', '\face', '\fl', '\fr', '\b', '\i', '\s',
'\e', '\t1', '\t2', '\th', '\nm', '\font', '\p', '\w', '\ws',
'\oa', '\oi', '\os', '\ow', '\tl', '\tr', '\tc', '\ignr',
'\shk', '\slv', '\ind', '\inc']
@shortcuts = {}
end
def add_shortcut(shortcut, code)
text = shortcut.downcase
if !@used_codes.include?(text)
@shortcuts[shortcut] = code
end
end
def open_window(name)
if $game_system.indy_windows.has_key?(name)
$game_system.indy_windows[name].show = true
end
end
def close_window(name)
if $game_system.indy_windows.has_key?(name)
$game_system.indy_windows[name].dispose
$game_system.indy_windows.delete(name)
end
end
end
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
attr_accessor :choices
attr_accessor :num_choices
attr_accessor :skip_next_choices
alias old_init initialize
def initialize
old_init
@skip_next_choices = 0
@num_choices = 1
end
end
class Scene_Map
alias ums_update update
def update
$game_system.slave_windows.each_value { |window| window.update }
$game_system.indy_windows.each_value { |window| window.update }
ums_update
end
end
class Interpreter
#--------------------------------------------------------------------------
# * Event Command Execution
#--------------------------------------------------------------------------
def execute_command
# If last to arrive for list of event commands
if @index >= @list.size - 1
# End event
command_end
# Continue
return true
end
# Make event command parameters available for reference via @parameters
if !(@list[@index].code == 102 and $game_temp.skip_next_choices > 0)
@parameters = @list[@index].parameters.clone
if @list[@index].code == 402
@parameters[0] += @offset
end
end
# Branch by command code
case @list[@index].code
when 101 # Show Text
return command_101
when 102 # Show Choices
return command_102
when 402 # When [**]
return command_402
when 403 # When Cancel
return command_403
when 103 # Input Number
return command_103
when 104 # Change Text Options
return command_104
when 105 # Button Input Processing
return command_105
when 106 # Wait
return command_106
when 111 # Conditional Branch
return command_111
when 411 # Else
return command_411
when 112 # Loop
return command_112
when 413 # Repeat Above
return command_413
when 113 # Break Loop
return command_113
when 115 # Exit Event Processing
return command_115
when 116 # Erase Event
return command_116
when 117 # Call Common Event
return command_117
when 118 # Label
return command_118
when 119 # Jump to Label
return command_119
when 121 # Control Switches
return command_121
when 122 # Control Variables
return command_122
when 123 # Control Self Switch
return command_123
when 124 # Control Timer
return command_124
when 125 # Change Gold
return command_125
when 126 # Change Items
return command_126
when 127 # Change Weapons
return command_127
when 128 # Change Armor
return command_128
when 129 # Change Party Member
return command_129
when 131 # Change Windowskin
return command_131
when 132 # Change Battle BGM
return command_132
when 133 # Change Battle End ME
return command_133
when 134 # Change Save Access
return command_134
when 135 # Change Menu Access
return command_135
when 136 # Change Encounter
return command_136
when 201 # Transfer Player
return command_201
when 202 # Set Event Location
return command_202
when 203 # Scroll Map
return command_203
when 204 # Change Map Settings
return command_204
when 205 # Change Fog Color Tone
return command_205
when 206 # Change Fog Opacity
return command_206
when 207 # Show Animation
return command_207
when 208 # Change Transparent Flag
return command_208
when 209 # Set Move Route
return command_209
when 210 # Wait for Move's Completion
return command_210
when 221 # Prepare for Transition
return command_221
when 222 # Execute Transition
return command_222
when 223 # Change Screen Color Tone
return command_223
when 224 # Screen Flash
return command_224
when 225 # Screen Shake
return command_225
when 231 # Show Picture
return command_231
when 232 # Move Picture
return command_232
when 233 # Rotate Picture
return command_233
when 234 # Change Picture Color Tone
return command_234
when 235 # Erase Picture
return command_235
when 236 # Set Weather Effects
return command_236
when 241 # Play BGM
return command_241
when 242 # Fade Out BGM
return command_242
when 245 # Play BGS
return command_245
when 246 # Fade Out BGS
return command_246
when 247 # Memorize BGM/BGS
return command_247
when 248 # Restore BGM/BGS
return command_248
when 249 # Play ME
return command_249
when 250 # Play SE
return command_250
when 251 # Stop SE
return command_251
when 301 # Battle Processing
return command_301
when 601 # If Win
return command_601
when 602 # If Escape
return command_602
when 603 # If Lose
return command_603
when 302 # Shop Processing
return command_302
when 303 # Name Input Processing
return command_303
when 311 # Change HP
return command_311
when 312 # Change SP
return command_312
when 313 # Change State
return command_313
when 314 # Recover All
return command_314
when 315 # Change EXP
return command_315
when 316 # Change Level
return command_316
when 317 # Change Parameters
return command_317
when 318 # Change Skills
return command_318
when 319 # Change Equipment
return command_319
when 320 # Change Actor Name
return command_320
when 321 # Change Actor Class
return command_321
when 322 # Change Actor Graphic
return command_322
when 331 # Change Enemy HP
return command_331
when 332 # Change Enemy SP
return command_332
when 333 # Change Enemy State
return command_333
when 334 # Enemy Recover All
return command_334
when 335 # Enemy Appearance
return command_335
when 336 # Enemy Transform
return command_336
when 337 # Show Battle Animation
return command_337
when 338 # Deal Damage
return command_338
when 339 # Force Action
return command_339
when 340 # Abort Battle
return command_340
when 351 # Call Menu Screen
return command_351
when 352 # Call Save Screen
return command_352
when 353 # Game Over
return command_353
when 354 # Return to Title Screen
return command_354
when 355 # Script
return command_355
else # Other
return true
end
end
#--------------------------------------------------------------------------
# * Show Text
#--------------------------------------------------------------------------
def command_101
# If other text has been set to message_text
if $game_temp.message_text != nil
# End
return false
end
# Set message end waiting flag and callback
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# Set message text on first line
$game_temp.message_text = @list[@index].parameters[0] + "\n"
line_count = 1
# Loop
loop do
# If next event command text is on the second line or after
if @list[@index + 1].code == 401
# Add the second line or after to message_text
$game_temp.message_text += @list[@index + 1].parameters[0] + "\n"
line_count += 1
# If the next event command is show text
elsif @list[@index + 1].code == 101
# If the text contains the \inc code
if @list[@index + 1].parameters[0].index(/\\[Ii][Nn][Cc]/) != nil
$game_temp.message_text += @list[@index + 1].parameters[0] + "\n"
$game_temp.message_text.sub!(/\\[Ii][Nn][Cc]/) { "" }
else
return true
end
# If event command is not on the second line or after
else
# If next event command is show choices
if @list[@index + 1].code == 102
# Advance index
@index += 1
# skip this one, it was already shown?
if $game_temp.skip_next_choices > 0
$game_temp.skip_next_choices -= 1
else
# Choices setup
$game_temp.choice_start = line_count
setup_choices(@list[@index].parameters)
end
# If next event command is input number
elsif @list[@index + 1].code == 103
# If number input window fits on screen
if line_count < 4
# Advance index
@index += 1
# Number input setup
$game_temp.num_input_start = line_count
$game_temp.num_input_variable_id = @list[@index].parameters[0]
$game_temp.num_input_digits_max = @list[@index].parameters[1]
end
end
# Continue
return true
end
# Advance index
@index += 1
end
end
#--------------------------------------------------------------------------
# * Show Choices
#--------------------------------------------------------------------------
def command_102
# If text has been set to message_text
if $game_temp.message_text != nil
# End
return false
end
if $game_temp.skip_next_choices > 0
# skip this one, it is part of another
$game_temp.skip_next_choices -= 1
@offset += 4
@index += 1
return false
else
@offset = 0
end
# Set message end waiting flag and callback
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# Choices setup
$game_temp.message_text = ""
$game_temp.choice_start = 0
setup_choices(@parameters)
# Continue
return true
end
#--------------------------------------------------------------------------
# * Setup Choices
#--------------------------------------------------------------------------
def setup_choices(parameters)
params = parameters.clone
@offset = 0
i = @index
curr = 1
while curr < $game_temp.num_choices
i += 1
if @list[i].code == 102
params[0] += @list[i].parameters[0]
if @list[i].parameters[1] == 5
@cancel_flag = true
else
@cancel_flag = false
end
params[1] = @list[i].parameters[1] + (curr * 4)
curr += 1
end
end
# Set choice item count to choice_max
$game_temp.choice_max = params[0].size
# Set choice to message_text
$game_temp.choices = params[0]
# Set cancel processing
$game_temp.choice_cancel_type = params[1]
if $game_temp.num_choices != 1
$game_temp.skip_next_choices = $game_temp.num_choices - 1
$game_temp.num_choices = 1
end
# Set callback
current_indent = @list[@index].indent
$game_temp.choice_proc = Proc.new { |n| @branch[current_indent] = n }
end
#--------------------------------------------------------------------------
# * When [**]
#--------------------------------------------------------------------------
def command_402
# If fitting choices are selected
if @branch[@list[@index].indent] == @parameters[0]
# Delete branch data
@branch.delete(@list[@index].indent)
# Continue
return true
end
# If it doesn't meet the condition: command skip
return command_skip
end
#--------------------------------------------------------------------------
# * When Cancel
#--------------------------------------------------------------------------
def command_403
# If choices are cancelled
if @cancel_flag
# Delete branch data
@branch.delete(@list[@index].indent)
# Continue
return true
end
# If it doen't meet the condition: command skip
return command_skip
end
#--------------------------------------------------------------------------
# * Input Number
#--------------------------------------------------------------------------
def command_103
# If text has been set to message_text
if $game_temp.message_text != nil
# End
return false
end
# Set message end waiting flag and callback
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# Number input setup
$game_temp.message_text = ""
$game_temp.num_input_start = 0
$game_temp.num_input_variable_id = @parameters[0]
$game_temp.num_input_digits_max = @parameters[1]
# Continue
return true
end
#--------------------------------------------------------------------------
# * Script
#--------------------------------------------------------------------------
def command_355
# Set first line to script
script = @list[@index].parameters[0] + "\n"
# Loop
loop do
# If next event command is second line of script or after
if @list[@index + 1].code == 655
# Add second line or after to script
script += @list[@index + 1].parameters[0] + "\n"
# If event command is not second line or after
else
# Abort loop
break
end
# Advance index
@index += 1
end
# Evaluation
result = eval(script)
# Continue
return true
end
end
# *****************************************************************************
# Changes to Window_Message. This is the bulk of the script
# *****************************************************************************
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# This message window is used to display text.
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# x-coordinate depends on justification
if $game_system.window_justification == RIGHT
x = 640 - self.width
elsif $game_system.window_justification == LEFT
x = 0
else # center
x = (640 - $game_system.window_width) / 2
end
# y-coordinate depends on height
y = 480 - $game_system.window_height - 16
super(x, y, $game_system.window_width, $game_system.window_height)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
# face graphic sprite
@face = Sprite.new
@face.opacity = 0
@face.z = self.z + 1
@face_offset = 0
# choice window
@choice_window = Window_Choice.new([])
@choice_window.back_opacity = $game_system.back_opacity
# comic sprite
@comic = Sprite.new
@comic.opacity = 0
@comic.z = self.z + 1
if $game_system.comic_style == TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1")
elsif $game_system.comic_style == TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2")
else # thought
@comic.bitmap = RPG::Cache.windowskin("thought")
end
# window image sprite
@window_back = Sprite.new
@window_back.opacity = 0
@window_back.z = self.z - 1
if $game_system.window_image != nil
@window_back.bitmap = RPG::Cache.windowskin($game_system.window_image)
end
# name window
@name_window = Window_Name.new
@name_window.z = self.z + 1
@pause_time = 0
@wait = 0
@show = false
@face_frame = 0
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
@face.dispose
@choice_window.dispose
@comic.dispose
@name_window.dispose
super
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
@show = false
self.active = false
self.pause = false
self.contents.clear
# Clear showing flag
@contents_showing = false
# Call message callback
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# Clear variables related to text, choices, and number input
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
# Open gold window
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
@choice_window.visible = false
@choice_window.active = false
@comic.opacity = 0
$game_system.slave_windows.each_pair {|name, window|
if window.show == true
window.dispose
$game_system.slave_windows.delete(name)
end
}
@done = false
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
if $game_system.comic_style == TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1")
elsif $game_system.comic_style == TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2")
else # thought
@comic.bitmap = RPG::Cache.windowskin("thought")
end
@show = true
@x = @y = 0
# If waiting for a message to be displayed
if $game_temp.message_text != nil
@text = $game_temp.message_text
# replace shortcuts with original code
$game_system.shortcuts.each { |shortcut, code|
@text.gsub!(shortcut, code)
}
# VERY first thing. Check to see if this is being set up as a slave
# or independent window.
if @text.index(/\\[Ss][Ll][Vv]\[(.*?)\]/) != nil
# is this a new slave window, or a request to display it?
if !$game_system.slave_windows.has_key?($1.to_s)
# there is no such slave window yet. Set it up.
@text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/, "")
$game_system.slave_windows[$1.to_s] = Window_Slave.new(@text)
@text = ""
@show = false
terminate_message
return
end
end
if @text.index(/\\[Ii][Nn][Dd]\[(.*?)\]/) != nil
# is this a new independent window, or a request to display it?
if !$game_system.indy_windows.has_key?($1.to_s)
# there is no such slave window yet. Set it up.
@text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/, "")
$game_system.indy_windows[$1.to_s] = Window_Slave.new(@text)
@text = ""
@show = false
terminate_message
return
end
end
# Control text processing
begin
last_text = @text.clone
@text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until @text == last_text
@text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# window mode
if @text.index(/\\[Mm]/) != nil
if $game_system.ums_mode == NORMAL_MODE
$game_system.ums_mode = FIT_WINDOW_TO_TEXT
else
$game_system.ums_mode = NORMAL_MODE
end
@text.gsub!(/\\[Mm]/) { "" }
end
# window height
@text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do
$game_system.window_height = $1.to_i
""
end
# window width
@text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do
$game_system.window_width = $1.to_i
""
end
# justification
@text.gsub!(/\\[Jj][Rr]/) do
$game_system.window_justification = RIGHT
reset_window
""
end
@text.gsub!(/\\[Jj][Cc]/) do
$game_system.window_justification = CENTER
reset_window
""
end
@text.gsub!(/\\[Jj][Ll]/) do
$game_system.window_justification = LEFT
reset_window
""
end
# face graphics
@text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do
$game_system.face_graphic = $1.to_s
if $1.to_s == ""
@face.opacity = 0
end
""
end
@text.gsub!(/\\[Ff][Ll]/) do
$game_system.face_graphic_justification = LEFT
""
end
@text.gsub!(/\\[Ff][Rr]/) do
$game_system.face_graphic_justification = RIGHT
""
end
# event centering
@text.gsub!(/\\[Ee]\[([0-9]+)\]/) do
$game_system.message_event = $1.to_i
""
end
# comic thingy
@text.gsub!(/\\[Tt]1/) do
$game_system.comic_style = TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1.png")
""
end
@text.gsub!(/\\[Tt]2/) do
$game_system.comic_style = TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2.png")
""
end
@text.gsub!(/\\[Tt][Hh]/) do
$game_system.comic_style = THOUGHT
@comic.bitmap = RPG::Cache.windowskin("thought.png")
""
end
# name window
@text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do
$game_system.name = $1.to_s
if $1.to_s == ""
@name_window.visible = false
@name_window.dummy_window.visible = false
end
""
end
# toggle pause
@text.gsub!(/\\[Pp][Tt]/) do
$game_system.show_pause = !$game_system.show_pause
""
end
# shaking
@text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do
$game_system.shake = $1.to_i
""
end
# back opacity
@text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do
$game_system.back_opacity = $1.to_i
self.back_opacity = $game_system.back_opacity
""
end
# opacity
@text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do
$game_system.opacity = $1.to_i
self.opacity = $game_system.opacity
""
end
# Change "\\\\" to "\000" for convenience
@text.gsub!(/\\\\/) { "\000" }
# Change "\\C" to "\001" and "\\G" to "\002"
@text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@text.gsub!(/\\[Gg]/) { "\002" }
@text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }
# text skip code
@text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" }
# ignore code
@text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" }
# slave and indy windows
@text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/) { "\024[#{$1}]" }
@text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/) { "\025[#{$1}]" }
# bold and italics
@text.gsub!(/\\[Bb]/) { "\004" }
@text.gsub!(/\\[Ii]/) { "\005" }
# shadow
@text.gsub!(/\\[Ss]/) { "\006" }
# font
@text.gsub!(/\\[Ff][Oo][Nn][Tt]\[(.*?)\]/) { "\007[#{$1}]" }
# pause and wait
@text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" }
@text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" }
# write speed
@text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" }
# armor, items, skills, and weapons
@text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) {
item = $data_armors[$1.to_i]
"\014[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) {
item = $data_items[$1.to_i]
"\015[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) {
item = $data_skills[$1.to_i]
"\016[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) {
item = $data_weapons[$1.to_i]
"\017[#{$1}]" + " " + item.name
}
# text justification
@text.gsub!(/\\[Tt][Cc]/) { "\020" }
@text.gsub!(/\\[Tt][Ll]/) { "\021" }
@text.gsub!(/\\[Tt][Rr]/) { "\022" }
# Resize the window to fit the contents?
if $game_system.ums_mode == FIT_WINDOW_TO_TEXT
width = 1
text = @text.split("\n")
height = 0
i = 0
for line in text
# don't count this line's width if it has the ignr code
if !line.include?("\023")
width = [width, self.contents.text_size(line).width].max
delta = self.contents.text_size(line).height
height += delta + (delta * 0.2).to_i
end
end
if $game_system.face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)
width += @face.bitmap.width
if height < @face.bitmap.height
height = @face.bitmap.height - 32
end
end
if height == 0
height = 1
end
self.width = width + 48
self.height = height + 48
self.contents = Bitmap.new(width + 16, height)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
else
if self.width != $game_system.window_height or self.height != $game_system.window_width
self.width = $game_system.window_width
self.height = $game_system.window_height
self.contents = Bitmap.new(self.width - 32, self.height - 32)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
end
end
if $game_system.window_image != nil
# figure out how we're going to resize this
@window_back.zoom_x = self.width.to_f / @window_back.bitmap.width
@window_back.zoom_y = self.height.to_f / @window_back.bitmap.height
end
reset_window
get_x_value
@count = Graphics.frame_count
@pause_time = 0
@ignore = false
@ascending = true
@target_x = self.x + $game_system.shake
@done = false
@face_frame = 0
@done = false
self.oy = 0
end
end
#--------------------------------------------------------------------------
# * Set Window Position and Opacity Level
#--------------------------------------------------------------------------
def reset_window (change_opacity = true)
# x-coordinate depends on justification
if $game_system.message_event == -1
if $game_system.window_justification == RIGHT
self.x = 640 - $game_system.window_width
elsif $game_system.window_justification == LEFT
self.x = 0
else # center
self.x = (640 - self.width) / 2
end
else
if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil
# center on player
event_x = $game_player.screen_x
else
# center on the event specified
event_x = $game_map.events[$game_system.message_event].screen_x
end
self.x = event_x - self.width / 2
@comic.x = self.x + (self.width / 2) + 4
end
if $game_temp.in_battle
self.y = 16
else
if $game_system.message_event == -1
case $game_system.message_position
when 0 # up
self.y = 16
when 1 # middle
self.y = (480 - $game_system.window_height) / 2
when 2 # down
self.y = 480 - $game_system.window_height - 24
end
else
if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil
# above player
self.y = $game_player.screen_y - self.height - 48
else
# above event specified
self.y = $game_map.events[$game_system.message_event].screen_y - self.height - 48
end
@comic.y = self.y + self.height - 2
@comic.angle = 0
end
end
if self.y < 0 + ($game_system.name == "" ? 0 : 16)
if $game_system.comic_enabled
if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil
self.y = $game_player.screen_y - 16
else
self.y = $game_map.events[$game_system.message_event].screen_y - 16
end
@comic.angle = 180
@comic.y = self.y + 2
@comic.x = self.x + (self.width / 2) - 4
else
self.y = 0 + ($game_system.name == "" ? 0 : 16)
end
elsif self.y > 480 - self.height
self.y = 480 - self.height
end
if self.x < 0
self.x = 0
elsif self.x > 680 - self.width - 48
self.x = 640 - self.width
end
if change_opacity
if $game_system.message_frame == 0 and $game_temp.message_text != ""
self.opacity = $game_system.opacity
else
self.opacity = 0
end
self.back_opacity = $game_system.back_opacity
end
# window back stuff
if $game_system.window_image != nil
@window_back.bitmap = RPG::Cache.windowskin($game_system.window_image)
@window_back.x = self.x
@window_back.y = self.y
end
# face stuff
if $game_system.face_graphic != ""
# the player has chosen to show a face graphic
if @done and $game_system.resting_face != ""
@face.bitmap = RPG::Cache.picture($game_system.face_graphic + $game_system.resting_face)
if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
@face_frame = 0
end
else
@face.bitmap = RPG::Cache.picture($game_system.face_graphic)
end
# picture y-coordinate
if $game_system.face_graphic_position == ABOVE
@face.y = self.y - @face.bitmap.height
@face_offset = 0
elsif $game_system.face_graphic_position == CENTER
delta = (@face.bitmap.height - self.height) / 2
@face.y = self.y - delta
if $game_system.animated_faces
@face_offset = $game_system.face_frame_width + 16
else
@face_offset = @face.bitmap.width + 16
end
elsif $game_system.face_graphic_position == BOTTOM
@face.y = self.y + self.height - @face.bitmap.height
if $game_system.animated_faces
@face_offset = $game_system.face_frame_width + 16
else
@face_offset = @face.bitmap.width + 16
end
else # side
delta = (@face.bitmap.height - self.height) / 2
@face.y = self.y - delta
@face_offset = 0
end
# picture x-coordinate
if $game_system.face_graphic_justification == LEFT
if $game_system.face_graphic_position == SIDE
@face.x = self.x - @face.bitmap.width
else
@face.x = self.x + 10
end
else # right side
if $game_system.animated_faces
offset = @face.bitmap.width - $game_system.face_frame_width
else
offset = 0
end
if $game_system.face_graphic_position == SIDE
@face.x = self.x + self.width + offset
else
@face.x = self.x + self.width - @face.bitmap.width - 10 + offset
@face_offset = 0
end
end
if $game_system.animated_faces
@face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height)
if @done and $game_system.resting_face != ""
pause = $game_system.resting_animation_pause
else
pause = $game_system.animation_pause
end
if Graphics.frame_count % pause == 0
@animate_face = true
end
if @animate_face
if Graphics.frame_count % 3 == 0
@face_frame += 1
if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
@face_frame = 0
@animate_face = false
end
end
end
end
end
# name window
if $game_system.name != ""
@name_window.x = self.x
@name_window.y = self.y - 36
@name_window.set_name($game_system.name)
end
# If choice
if $game_temp.choice_max > 0
@choice_window.set_choices($game_temp.choices)
# determine x and y coords for choice window
if $game_system.choice_justification == LEFT
@choice_window.x = self.x
else
@choice_window.x = self.x + self.width - @choice_window.width
end
if $game_system.choice_position == ABOVE
# check to make sure there is enough room above the textbox
if self.y < @choice_window.height
# not enough room above, place below
@choice_window.y = self.y + self.height
else
# draw above
@choice_window.y = self.y - @choice_window.height
end
elsif $game_system.choice_position == BOTTOM
# check to make sure there is enough room below the textbox
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else # side
if $game_system.choice_justification == LEFT
# check to make sure there's room on the left side
if self.y < @choice_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else
# place on the left side
@choice_window.y = self.y
@choice_window.x = self.x - @choice_window.width
end
else # right
# check to make sure there's room on the right side
if (680 - (self.y + self.width)) < @choice_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else
# place on the left side
@choice_window.y = self.y
@choice_window.x = self.x + self.width
end
end
end
end
# If number input
if $game_temp.num_input_variable_id > 0
if @input_number_window == nil
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
end
# determine x and y coords for number input window
if $game_system.choice_justification == LEFT
@input_number_window.x = self.x
else
@input_number_window.x = self.x + self.width - @input_number_window.width
end
if $game_system.choice_position == ABOVE
# check to make sure there is enough room above the textbox
if self.y < @input_number_window.height
# not enough room above, place below
@input_number_window.y = self.y + self.height
else
# draw above
@input_number_window.y = self.y - @choice_window.height
end
elsif $game_system.choice_position == BOTTOM
# check to make sure there is enough room below the textbox
if (480 - self.y - self.height) < @input_number_window.height
# not enough room below, place above
@input_number_window.y = self.y - @input_number_window.height
else
# draw below
@input_number_window.y = self.y + self.height
end
else # side
if $game_system.choice_justification == LEFT
# check to make sure there's room on the left side
if self.y < @input_number_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @input_number_window.height
# not enough room below, place above
@input_number_window.y = self.y - @input_number_window.height
else
# draw below
@input_number_window.y = self.y + self.height
end
else
# place on the left side
@input_number_window.y = self.y
@input_number_window.x = self.x - @choice_window.width
end
else # right
# check to make sure there's room on the right side
if (680 - (self.y + self.width)) < @input_number_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @input_number_window.height
# not enough room below, place above
@input_number_window.y = self.y - @input_number_window.height
else
# draw below
@input_number_window.y = self.y + self.height
end
else
# place on the left side
@input_number_window.y = self.y
@input_number_window.x = self.x + self.width
end
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if (@contents_showing and $game_system.message_event != -1 and $game_system.shake == 0) or $game_system.animated_faces
reset_window(false)
end
if $game_system.shake != 0 # shake the window
if @ascending
if @target_x != self.x
self.x += 1
else
@ascending = false
@target_x = self.x - ($game_system.shake * 2)
end
else
if @target_x != self.x
self.x -= 1
else
@ascending = true
@target_x = self.x + ($game_system.shake * 2)
end
end
end
@name_window.update
if @wait > 0
@wait -= 1
if @wait == 0
terminate_message
return
end
end
# If fade in
if @fade_in
if $game_temp.message_text == ""
@fade_in = false
return
end
self.contents_opacity += 24
if $game_system.face_graphic != ""
@face.opacity += 24
end
if $game_system.window_image != nil
@window_back.opacity += 24
end
if $game_system.comic_enabled and $game_system.message_event != -1
@comic.opacity = self.opacity
@comic.visible = self.visible
end
if $game_system.name != ""
@name_window.visible = true
if $game_system.name_window
@name_window.dummy_window.visible = true
end
end
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
# write the text
if @text != nil and @text != ""
speed = $game_system.write_speed
if $game_system.text_mode == ALL_AT_ONCE or $game_temp.in_battle
while (c = @text.slice!(/./m)) != nil
write_char(c)
end
$game_system.slave_windows.each_value { |window| window.write_all }
return
end
if $game_system.text_skip
if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C)
# the player is holding the action button, write faster
speed /= 3
elsif $game_system.skip_mode == WRITE_ALL and Input.trigger?(Input::C)
# the player pressed the action button, write all the text
while (c = @text.slice!(/./m)) != nil
write_char(c)
end
$game_system.slave_windows.each_value { |window| window.write_all }
return
end
end
while @ignore
c = @text.slice!(/./m)
if c != nil
write_char(c)
end
end
if @pause_time > 0
@pause_time -= 1
return
end
if Graphics.frame_count - @count >= speed
if $game_system.sound_effect != ""
Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100)
end
@count = Graphics.frame_count
c = @text.slice!(/./m)
if c != nil
write_char(c)
end
end
return
end
if $game_system.animated_faces and $game_system.resting_face != ""
@done = true
end
# If inputting number
if @input_number_window != nil
@input_number_window.update
# Confirm
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
# Dispose of number input window
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @wait != 0
return
end
# If message is being displayed and contents are all written
if @contents_showing
# if choice
if $game_temp.choice_max > 0
if !@choice_window.active
@choice_window.visible = true
@choice_window.active = true
@choice_window.index = 0
end
@choice_window.update
else
# If choice isn't being displayed, show pause sign
self.pause = $game_system.show_pause
end
# Cancel
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
# Confirm
if Input.trigger?(Input::C) and !(@wait > 0)
@done = true
$game_system.slave_windows.each_value { |window|
window.write_all
if !window.done
@done = false
end
}
if @done
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(@choice_window.index)
end
terminate_message
else
@finishing_up = true
end
end
return
end
if @finishing_up
$game_system.slave_windows.each_value { |window|
if !window.done
@done = true
break
end
}
if @done = false
terminate_message
end
end
# If display wait message or choice exists when not fading out
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
if @show
self.visible = true
end
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
# If message which should be displayed is not shown, but window is visible
if self.visible
@fade_out = true
self.opacity -= 48
@name_window.opacity -= 48
@comic.opacity -= 48
@face.opacity -= 48
@window_back.opacity -= 48
if self.opacity == 0
self.visible = false
@face.opacity = 0
@window_back.opacity = 0
@choice_window.visible = false
@choice_window.active = false
@comic.opacity = 0
@name_window.visible = false
@name_window.dummy_window.visible = false
@name_window.update
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
if $game_temp.battle_calling or $game_temp.shop_calling or $game_temp.name_calling or $game_temp.menu_calling or $game_temp.save_calling or $game_temp.debug_calling
$game_system.indy_windows.each_pair {|name, window|
if window.show == true
window.dispose
$game_system.indy_windows.delete(name)
end
}
end
end
#--------------------------------------------------------------------------
# * Process and write the given character
#--------------------------------------------------------------------------
def write_char(c)
if c == "\000"
# Return to original text
c = "\\"
end
# If \C[n]
if c == "\001"
# Change text color
@text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# go to next text
return
end
# If \G
if c == "\002"
# Make gold window
if @gold_window == nil
@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
# go to next text
return
end
# If \skip
if c == "\003"
# toggle text skipping
$game_system.text_skip = !$game_system.text_skip
# go to next text
return
end
# If \b
if c == "\004"
# toggle bold
self.contents.font.bold = !self.contents.font.bold
# go to next text
return
end
# If \i
if c == "\005"
# toggle italics
self.contents.font.italic = !self.contents.font.italic
# go to next text
return
end
# If \s
if c == "\006"
# toggle shadow
$game_system.shadowed_text = !$game_system.shadowed_text
# go to next text
return
end
# If \font
if c == "\007"
# change font
@text.sub!(/\[(.*?)\]/, "")
font = $1.to_s
$game_system.font = font
if font == ""
self.contents.font.name = Font.default_name
else
self.contents.font.name = font
end
# go to next text
return
end
# If \p[n]
if c == "\010"
@text.sub!(/\[([0-9]+)\]/, "")
@pause_time = $1.to_i
# go to next text
return
end
# If \w[n]
if c == "\011"
@text.sub!(/\[([0-9]+)\]/, "")
@wait = $1.to_i
# go to next text
return
end
# If \ws[n]
if c == "\013"
@text.sub!(/\[([0-9]+)\]/, "")
$game_system.write_speed = $1.to_i
# go to next text
return
end
# If \oa[n]
if c == "\014"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_armors[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
line = self.contents.text_size("dj").height
self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \oi[n]
if c == "\015"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_items[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
line = self.contents.text_size("dj").height
self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \os[n]
if c == "\016"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_skills[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
line = self.contents.text_size("dj").height
self.contents.blt(@x + 2, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \ow[n]
if c == "\017"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_weapons[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
line = self.contents.text_size("dj").height
self.contents.blt(@x + 2, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \tc
if c == "\020"
# center justify
$game_system.text_justification = CENTER
get_x_value
# go to next text
return
end
# If \tl
if c == "\021"
# left justify
$game_system.text_justification = LEFT
get_x_value
# go to next text
return
end
# If \tr
if c == "\022"
# right justify
$game_system.text_justification = RIGHT
get_x_value
# go to next text
return
end
# If \ignr
if c == "\023"
# set ignore flage
@ignore = true
# go to next text
return
end
# if \slv
if c == "\024"
# we need to show a slave window
@text.sub!(/\[(.*?)\]/, "")
name = $1.to_s
$game_system.slave_windows[name].show = true
return
end
# if \ind
if c == "\025"
# we need to show a independent window
@text.sub!(/\[(.*?)\]/, "")
name = $1.to_s
if $game_system.indy_windows[name].show
$game_system.indy_windows[name].dispose
$game_system.indy_windows.delete(name)
else
$game_system.indy_windows[name].show = true
end
return
end
# if \c (hex color)
if c == "\026"
# convert hex color to RGB
@text.sub!(/\[([0123456789abcdef]+)\]/, "")
hex_code = $1.to_s
red = ("0x" + hex_code.slice(0..1)).hex
blue = ("0x" + hex_code.slice(2..3)).hex
green = ("0x" + hex_code.slice(4..5)).hex
self.contents.font.color = Color.new(red, blue, green)
return
end
# If new line text
if c == "\n"
# Add 1 to y
if !@ignore
@y += 1
end
if @text != ""
get_x_value
end
@ignore = false
# go to next text
return
end
if @ignore
return
end
# Draw text
line = self.contents.text_size("dj").height
if $game_system.shadowed_text
old_color = self.contents.font.color.clone
self.contents.font.color = $game_system.shadow_color
self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)
self.contents.font.color = old_color
end
self.contents.draw_text(4 + @x, line * @y, 40, 32, c)
# Add x to drawn text width
@x += self.contents.text_size(c).width
end
def get_x_value
# text justification - offset for first line
if $game_system.text_justification == CENTER
# get the length of the current line
w = self.contents.text_size(@text.split("\n")[0]).width
@x = (self.width - w - 4
/ 2elsif $game_system.text_justification == RIGHT
# get the length of the current line
w = self.contents.text_size(@text.split("\n")[0]).width
@x = self.width - w - 48
else # left
if $game_system.face_graphic == ""
@x = 0
else
@x = @face_offset
end
end
end
end
#==============================================================================
# ** Window_Choice
#------------------------------------------------------------------------------
# This message window is used to display choices.
#==============================================================================
class Window_Choice < Window_Selectable
def initialize (choices)
super(0, 0, 32, choices.size * 32)
self.visible = false
self.active = false
self.z = 9999
@index = 0
@item_max = choices.size
@choices = choices
self.contents = Bitmap.new(32, 32)
self.opacity = $game_system.opacity
self.back_opacity = $game_system.back_opacity
end
def refresh
# determine necessary width
width = 64
for line in @choices
width = [width, (self.contents.text_size(line).width + 4
].maxend
self.width = width
self.height = @choices.size * 32 + 32
self.contents = Bitmap.new(width - 32, height - 32)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
# draw choices
y = 0
for line in @choices
# Draw text
if $game_system.shadowed_text
old_color = self.contents.font.color.clone
self.contents.font.color = $game_system.shadow_color
self.contents.draw_text(6, 32 * y + 2, width, 32, line)
self.contents.font.color = old_color
end
self.contents.draw_text(4, y * 32, width, 32, line)
y += 1
end
end
def set_choices(choices)
@choices = choices
@item_max = @choices.size
for choice in @choices
choice.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
choice.gsub!(/\\[Nn]\[([0-9]+)\]/) {
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
}
end
refresh
end
end
#==============================================================================
# ** Window_Name
#------------------------------------------------------------------------------
# This window is used to display names above the message window. Uncomment
# and modify the various sections to customize.
#==============================================================================
class Window_Name < Window_Base
attr_accessor :dummy_window
def initialize
super(0, 0, 32, 64)
self.contents = Bitmap.new(32, 32)
self.opacity = 0
@dummy_window = Window_Dummy.new
self.visible = false
end
def set_name(name)
@name = name
refresh
end
def refresh
if @name == nil
return
end
self.width = self.contents.text_size(@name).width + 48
self.contents = Bitmap.new(width - 32, height - 32)
if $game_system.name_window
@dummy_window.x = self.x
@dummy_window.y = self.y + 12
@dummy_window.set(height - 24, width - 12)
end
# uncomment this and change the font to give the name window a fancy font
#self.contents.font.name = "Ariel"
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(0, 0, self.width, 32, @name)
self.contents.draw_text(0, 2, self.width, 32, @name)
self.contents.draw_text(2, 0, self.width, 32, @name)
self.contents.draw_text(2, 2, self.width, 32, @name)
# change the color to give the name window a seperate color
self.contents.font.color = normal_color
self.contents.draw_text(1, 1, self.width, 32, @name)
end
def update
super
if $game_system.name_window
@dummy_window.x = self.x
@dummy_window.y = self.y + 12
@dummy_window.update
end
end
def dispose
@dummy_window.dispose
super
end
end
class Window_Dummy < Window_Base
def initialize
super(0, 0, 32, 64)
self.z = 9999
self.visible = false
end
def set(height, width)
self.height = height
self.width = width
end
def update
super
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
end
end
#==============================================================================
# ** Window_Slave
#------------------------------------------------------------------------------
# These are slave windows to the main message window. They will close when
# the user terminates them. Initial settings are identical to the main
# message window, with one exception. When in normal mode, it will apear
# above if the main message is below, below if it is above or centered. Use
# message codes to change the settings for this window.
#==============================================================================
class Window_Slave < Window_Base
attr_accessor :show
attr_reader :done
def write_all
@write_all = true
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize (text)
super(0, 0, 33, 33)
@text = text
# x-coordinate depends on justification
if @justification == RIGHT
self.x = 640 - self.width
elsif @justification == LEFT
self.x = 0
else # center
self.x = (640 - self.width) / 2
end
# y-coordinate depends on height
self.y = 480 - $game_system.window_height - 16
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
# face graphic sprite
@face = Sprite.new
@face.opacity = 0
@face.z = self.z + 1
@face_offset = 0
# choice window
@choice_window = Window_Choice.new([])
@choice_window.back_opacity = $game_system.back_opacity
@comic_style = $game_system.comic_style
@name = $game_system.name
# comic sprite
@comic = Sprite.new
@comic.opacity = 0
@comic.z = self.z + 1
if @comic_style == TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1")
elsif @comic_style == TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2")
else # thought
@comic.bitmap = RPG::Cache.windowskin("thought")
end
@pause_time = 0
@wait = 0
@mode = $game_system.ums_mode
self.height = $game_system.window_height
self.width = $game_system.window_width
@justification = $game_system.window_justification
@face_graphic = $game_system.face_graphic
@face_graphic_justification = $game_system.face_graphic_justification
@message_event = $game_system.message_event
if $game_system.message_position == 2 # down
@message_position = 0
else
@message_postion = 2
end
@face_graphic_position = $game_system.face_graphic_position
if $game_system.font == ""
@font = Font.default_name
else
@font = $game_system.font
end
@text_justification = $game_system.text_justification
@shake = $game_system.shake
@face_frame = 0
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
@face.dispose
@choice_window.dispose
@comic.dispose
if @name_window != nil
@name_window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.contents.clear
# Clear showing flag
@contents_showing = false
# Call message callback
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# Clear variables related to text, choices, and number input
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
# Open gold window
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
@choice_window.visible = false
@choice_window.active = false
@comic.opacity = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
@x = @y = 0
# If waiting for a message to be displayed
if @text != nil
# replace shortcuts with original code
$game_system.shortcuts.each { |shortcut, code|
@text.gsub!(shortcut, code)
}
# Control text processing
begin
last_text = @text.clone
@text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until @text == last_text
@text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# window mode
if @text.index(/\\[Mm]/) != nil
if $game_system.ums_mode == NORMAL_MODE
@mode = FIT_WINDOW_TO_TEXT
else
@mode = NORMAL_MODE
end
@text.gsub!(/\\[Mm]/) { "" }
end
# window height
@text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do
self.height = $1.to_i
""
end
# window width
@text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do
self.width = $1.to_i
""
end
# justification
@text.gsub!(/\\[Jj][Rr]/) do
@justification = RIGHT
reset_window
""
end
@text.gsub!(/\\[Jj][Cc]/) do
@justification = CENTER
reset_window
""
end
@text.gsub!(/\\[Jj][Ll]/) do
@justification = LEFT
reset_window
""
end
# face graphics
@text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do
@face_graphic = $1.to_s
if $1.to_s == ""
@face.opacity = 0
end
""
end
@text.gsub!(/\\[Ff][Ll]/) do
@face_graphic_justification = LEFT
""
end
@text.gsub!(/\\[Ff][Rr]/) do
@face_graphic_justification = RIGHT
""
end
# event centering
@text.gsub!(/\\[Ee]\[([0-9]+)\]/) do
@message_event = $1.to_i
""
end
# comic thingy
@text.gsub!(/\\[Tt]1/) do
@comic_style = TALK1
@comic.bitmap = RPG::Cache.windowskin("talk1.png")
""
end
@text.gsub!(/\\[Tt]2/) do
@comic_style = TALK2
@comic.bitmap = RPG::Cache.windowskin("talk2.png")
""
end
@text.gsub!(/\\[Tt][Hh]/) do
@comic_style = THOUGHT
@comic.bitmap = RPG::Cache.windowskin("thought.png")
""
end
# name window
@text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do
@name = $1.to_s
if $1.to_s == "" and @name_window != nil
@name_window.visible = false
end
""
end
if @name != ""
# name window
@name_window = Window_Name.new
@name_window.z = self.z + 1
@name_window.set_name(@name)
end
# shaking
@text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do
@shake = $1.to_i
""
end
# back opacity
@text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do
self.back_opacity = $1.to_i
""
end
# opacity
@text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do
self.opacity = $1.to_i
""
end
# Change "\\\\" to "\000" for convenience
@text.gsub!(/\\\\/) { "\000" }
# Change "\\C" to "\001" and "\\G" to "\002"
@text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
@text.gsub!(/\\[Gg]/) { "\002" }
@text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }
# text skip code
@text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" }
# ignore code
@text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" }
# bold and italics
@text.gsub!(/\\[Bb]/) { "\004" }
@text.gsub!(/\\[Ii]/) { "\005" }
# shadow
@text.gsub!(/\\[Ss]/) { "\006" }
# font
@text.gsub!(/\\[Ff][Oo][Nn][Tt]\[(.*?)\]/) { "\007[#{$1}]" }
# pause and wait
@text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" }
@text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" }
# write speed
@text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" }
# armor, items, skills, and weapons
@text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) {
item = $data_armors[$1.to_i]
"\014[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) {
item = $data_items[$1.to_i]
"\015[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) {
item = $data_skills[$1.to_i]
"\016[#{$1}]" + " " + item.name
}
@text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) {
item = $data_weapons[$1.to_i]
"\017[#{$1}]" + " " + item.name
}
# text justification
@text.gsub!(/\\[Tt][Cc]/) { "\020" }
@text.gsub!(/\\[Tt][Ll]/) { "\021" }
@text.gsub!(/\\[Tt][Rr]/) { "\022" }
# Resize the window to fit the contents?
if @mode == FIT_WINDOW_TO_TEXT
width = 1
text = @text.split("\n")
height = 0
i = 0
for line in text
# don't count this line's width if it has the ignr code
if !line.include?("\023")
width = [width, self.contents.text_size(line).width].max
delta = self.contents.text_size(line).height
height += delta + (6 * i) + 3
if i < 3
i += 1
end
end
end
if @face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)
width += @face.bitmap.width
if height < @face.bitmap.height
height = @face.bitmap.height - 32
end
end
if height == 0
height = 1
end
self.width = width + 48
self.height = height + 48
self.contents = Bitmap.new(width + 16, height)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
else
if self.width != $game_system.window_height or self.height != $game_system.window_width
self.width = $game_system.window_width
self.height = $game_system.window_height
self.contents = Bitmap.new(self.width - 32, self.height - 32)
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
end
end
reset_window
get_x_value
@count = Graphics.frame_count
@pause_time = 0
@ignore = false
@done = false
@face_frame = 0
end
# If number input
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
#--------------------------------------------------------------------------
# * Set Window Position and Opacity Level
#--------------------------------------------------------------------------
def reset_window (change_opacity = true)
# x-coordinate depends on justification
if @message_event == -1
if @justification == RIGHT
self.x = 640 - self.width
elsif @justification == LEFT
self.x = 0
else # center
self.x = (640 - self.width) / 2
end
else
if @message_event == 0 or $game_map.events[@message_event] == nil
# center on player
event_x = $game_player.screen_x
else
# center on the event specified
event_x = $game_map.events[@message_event].screen_x
end
self.x = event_x - self.width / 2
@comic.x = self.x + (self.width / 2) + 4
end
if $game_temp.in_battle
self.y = 16
else
if @message_event == -1
case @message_position
when 0 # up
self.y = 16
when 1 # middle
self.y = (480 - self.height) / 2
when 2 # down
self.y = 480 - self.height - 24
end
else
if @message_event == 0 or $game_map.events[@message_event] == nil
# above player
self.y = $game_player.screen_y - self.height - 48
else
# above event specified
self.y = $game_map.events[@message_event].screen_y - self.height - 48
end
@comic.y = self.y + self.height - 2
end
end
if self.y < 0 + (@name == "" ? 0 : 16)
self.y = 0 + (@name == "" ? 0 : 16)
elsif self.y > 480 - self.height
self.y = 480 - self.height
end
if self.x < 0
self.x = 0
elsif self.x > 680 - self.width - 48
self.x = 640 - self.width
end
if change_opacity
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = $game_system.back_opacity
end
# face stuff
if @face_graphic != ""
# the player has chosen to show a face graphic
if @done and $game_system.resting_face != ""
@face.bitmap = RPG::Cache.picture(@face_graphic + $game_system.resting_face)
if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
@face_frame = 0
end
else
@face.bitmap = RPG::Cache.picture(@face_graphic)
end
# picture y-coordinate
if @face_graphic_position == ABOVE
@face.y = self.y - @face.bitmap.height
@face_offset = 0
elsif @face_graphic_position == CENTER
delta = (@face.bitmap.height - self.height) / 2
@face.y = self.y - delta
if $game_system.animated_faces
@face_offset = $game_system.face_frame_width + 16
else
@face_offset = @face.bitmap.width + 16
end
elsif @face_graphic_position == BOTTOM
@face.y = self.y + self.height - @face.bitmap.height
if $game_system.animated_faces
@face_offset = $game_system.face_frame_width + 16
else
@face_offset = @face.bitmap.width + 16
end
else # side
delta = (@face.bitmap.height - self.height) / 2
@face.y = self.y - delta
@face_offset = 0
end
# picture x-coordinate
if @face_graphic_justification == LEFT
if @face_graphic_position == SIDE
@face.x = self.x - @face.bitmap.width
else
@face.x = self.x + 10
end
else
if $game_system.animated_faces
offset = @face.bitmap.width - $game_system.face_frame_width
else
offset = 0
end
if @face_graphic_position == SIDE
@face.x = self.x + self.width + offset
else
@face.x = self.x + self.width - @face.bitmap.width - 10 + offset
@face_offset = 0
end
end
if $game_system.animated_faces
@face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height)
if @done and $game_system.resting_face != ""
pause = $game_system.resting_animation_pause
else
pause = $game_system.animation_pause
end
if Graphics.frame_count % pause == 0
@animate_face = true
end
if @animate_face
if Graphics.frame_count % 3 == 0
@face_frame += 1
if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
@face_frame = 0
@animate_face = false
end
end
end
end
end
# name window
if @name != "" and @name != nil
@name_window.set_name(@name)
@name_window.x = self.x
@name_window.y = self.y - 36
end
# If choice
if $game_temp.choice_max > 0
@choice_window.set_choices($game_temp.choices)
# determine x and y coords for choice window
if $game_system.choice_justification == LEFT
@choice_window.x = self.x
else
@choice_window.x = self.x + self.width - @choice_window.width
end
if $game_system.choice_position == ABOVE
# check to make sure there is enough room above the textbox
if self.y < @choice_window.height
# not enough room above, place below
@choice_window.y = self.y + self.height
else
# draw above
@choice_window.y = self.y - @choice_window.height
end
elsif $game_system.choice_position == BOTTOM
# check to make sure there is enough room below the textbox
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else # side
if $game_system.choice_justification == LEFT
# check to make sure there's room on the left side
if self.y < @choice_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else
# place on the left side
@choice_window.y = self.y
@choice_window.x = self.x - @choice_window.width
end
else # right
# check to make sure there's room on the right side
if (680 - (self.y + self.width)) < @choice_window.width
# not enough room on the side, check to make sure there's room below
if (480 - self.y - self.height) < @choice_window.height
# not enough room below, place above
@choice_window.y = self.y - @choice_window.height
else
# draw below
@choice_window.y = self.y + self.height
end
else
# place on the left side
@choice_window.y = self.y
@choice_window.x = self.x + self.width
end
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if !@show
return
else
self.visible = true
if @face_graphic != ""
@face.opacity = 255
end
if $game_system.comic_enabled and @message_event != -1
@comic.opacity = 255
end
if @name != ""
@name_window.visible = true
end
if @input_number_window != nil
@input_number_window.contents_opacity = 255
end
reset_window
end
if (@contents_showing and $game_system.message_event != -1 and @shake == 0) or $game_system.animated_faces
reset_window(false)
end
if $game_system.shake != 0 # shake the window
if @ascending
if @target_x != self.x
self.x += 1
else
@ascending = false
@target_x = self.x - ($game_system.shake * 2)
end
else
if @target_x != self.x
self.x -= 1
else
@ascending = true
@target_x = self.x + ($game_system.shake * 2)
end
end
end
if @wait > 0
@wait -= 1
if @wait == 0
terminate_message
return
end
end
# If fade in
if @fade_in
self.contents_opacity += 24
if @face_graphic != ""
@face.opacity += 24
end
if $game_system.comic_enabled and @message_event != -1
@comic.opacity += 24
end
if @name != ""
@name_window.visible = true
end
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
# write the text
if @text != nil and @text != ""
speed = $game_system.write_speed
if $game_system.text_skip
if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C)
# the player is holding the action button, write faster
speed /= 3
elsif $game_system.skip_mode == WRITE_ALL and @write_all
# the player pressed the action button, write all the text
while (c = @text.slice!(/./m)) != nil
write_char(c)
end
return
end
end
while @ignore
c = @text.slice!(/./m)
if c != nil
write_char(c)
end
end
if @pause_time > 0
@pause_time -= 1
return
end
if Graphics.frame_count - @count >= speed
if $game_system.sound_effect != ""
Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100)
end
@count = Graphics.frame_count
c = @text.slice!(/./m)
if c != nil
write_char(c)
end
end
return
end
@done = true
# If inputting number
if @input_number_window != nil
@input_number_window.update
# Confirm
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
# Dispose of number input window
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @wait != 0
return
end
# If message is being displayed and contents are all written
if @contents_showing
# if choice
if $game_temp.choice_max > 0
if !@choice_window.active
@choice_window.visible = true
@choice_window.active = true
@choice_window.index = 0
end
@choice_window.update
else
# If choice isn't being displayed, show pause sign
self.pause = true
end
return
end
end
#--------------------------------------------------------------------------
# * Process and write the given character
#--------------------------------------------------------------------------
def write_char(c)
if c == "\000"
# Return to original text
c = "\\"
end
# If \C[n]
if c == "\001"
# Change text color
@text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# go to next text
return
end
# If \G
if c == "\002"
# Make gold window
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
# go to next text
return
end
# If \skip
if c == "\003"
# toggle text skipping
#$game_system.text_skip = !$game_system.text_skip
# go to next text
return
end
# If \b
if c == "\004"
# toggle bold
self.contents.font.bold = !self.contents.font.bold
# go to next text
return
end
# If \i
if c == "\005"
# toggle italics
self.contents.font.italic = !self.contents.font.italic
# go to next text
return
end
# If \s
if c == "\006"
# toggle shadow
#$game_system.shadowed_text = !$game_system.shadowed_text
# go to next text
return
end
# If \font
if c == "\007"
# change font
@text.sub!(/\[(.*?)\]/, "")
font = $1.to_s
@font = font
if font == ""
self.contents.font.name = Font.default_name
else
self.contents.font.name = font
end
# go to next text
return
end
# If \p[n]
if c == "\010"
@text.sub!(/\[([0-9]+)\]/, "")
@pause_time = $1.to_i
# go to next text
return
end
# If \w[n]
if c == "\011"
@text.sub!(/\[([0-9]+)\]/, "")
@wait = $1.to_i
# go to next text
return
end
# If \ws[n]
if c == "\013"
@text.sub!(/\[([0-9]+)\]/, "")
$game_system.write_speed = $1.to_i
# go to next text
return
end
# If \oa[n]
if c == "\014"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_armors[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \oi[n]
if c == "\015"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_items[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \os[n]
if c == "\016"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_skills[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \ow[n]
if c == "\017"
@text.sub!(/\[([0-9]+)\]/, "")
index = $1.to_i
@text.sub!(" ", "")
item = $data_weapons[index]
# draw the icon
icon = RPG::Cache.icon(item.icon_name)
self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
@x += 24
# go to next text
return
end
# If \tc
if c == "\020"
# center justify
@text_justification = CENTER
get_x_value
# go to next text
return
end
# If \tl
if c == "\021"
# left justify
@text_justification = LEFT
get_x_value
# go to next text
return
end
# If \tr
if c == "\022"
# right justify
@text_justification = RIGHT
get_x_value
# go to next text
return
end
# If \ignr
if c == "\023"
# set ignore flage
@ignore = true
# go to next text
return
end
# if \c (hex color)
if c == "\026"
# convert hex color to RGB
@text.sub!(/\[([0123456789abcdef]+)\]/, "")
hex_code = $1.to_s
red = ("0x" + hex_code.slice(0..1)).hex
blue = ("0x" + hex_code.slice(2..3)).hex
green = ("0x" + hex_code.slice(4..5)).hex
self.contents.font.color = Color.new(red, blue, green)
return
end
# If new line text
if c == "\n"
# Add 1 to y
if !@ignore
@y += 1
end
if @text != ""
get_x_value
end
@ignore = false
# go to next text
return
end
if @ignore
return
end
# Draw text
line = self.contents.text_size("dj").height
if $game_system.shadowed_text
old_color = self.contents.font.color.clone
self.contents.font.color = $game_system.shadow_color
self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)
self.contents.font.color = old_color
end
self.contents.draw_text(4 + @x, line * @y, 40, 32, c)
# Add x to drawn text width
@x += self.contents.text_size(c).width
end
def get_x_value
# text justification - offset for first line
if @text_justification == CENTER
# get the length of the current line
w = self.contents.text_size(@text.split("\n")[0]).width
@x = (self.width - w - 4
/ 2elsif @text_justification == RIGHT
# get the length of the current line
w = self.contents.text_size(@text.split("\n")[0]).width
@x = self.width - w - 48
else # left
if @face_graphic == ""
@x = 0
else
@x = @face_offset
end
end
end
end
#==============================================================================
# ** Window_InputNumber
#------------------------------------------------------------------------------
# This window is for inputting numbers, and is used within the
# message window.
#==============================================================================
class Window_InputNumber < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# digits_max : digit count
#--------------------------------------------------------------------------
def initialize(digits_max)
@digits_max = digits_max
@number = 0
# Calculate cursor width from number width (0-9 equal width and postulate)
dummy_bitmap = Bitmap.new(32, 32)
@cursor_width = dummy_bitmap.text_size("0").width + 8
dummy_bitmap.dispose
super(0, 0, @cursor_width * @digits_max + 32, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.z += 9999
self.opacity = $game_system.opacity
self.back_opacity = $game_system.back_opacity
@index = 0
refresh
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if $game_system.font_color.nil?
self.contents.font.color = normal_color
else
self.contents.font.color = $game_system.font_color
end
if $game_system.windowskin != ""
self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
else
self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
end
s = sprintf("%0*d", @digits_max, @number)
for i in 0...@digits_max
# Draw text
if $game_system.shadowed_text
old_color = self.contents.font.color.clone
self.contents.font.color = $game_system.shadow_color
self.contents.draw_text(i * @cursor_width + 6, 2, 32, 32, s[i,1])
self.contents.font.color = old_color
end
self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1])
end
end
end
zum Lesen den Text mit der Maus markieren
Im Anhang ein Bild wie man es im Game als Event anwendet.
Hoffe, dass ich dir helfen konnte

~Kairi
Ok,
des is halt riesig ich häte nich soviel lust in jede messae des so einzubauen eigentlich sollte des nur so aussehen: (Bild wurde selber gestaltet)dass geht doc sicher einfacher.
EDIT////////////
Wäre nett wenn du des Script in nen Spoiler packst (des braucht so viel platz)
des is halt riesig ich häte nich soviel lust in jede messae des so einzubauen eigentlich sollte des nur so aussehen: (Bild wurde selber gestaltet)dass geht doc sicher einfacher.EDIT////////////
Wäre nett wenn du des Script in nen Spoiler packst (des braucht so viel platz)
-
Mein Zeugs -
euer Google wenns um den Maker geht^^
Dieser Beitrag wurde bereits so oft editiert, dass der Zähler sich in die Luft gesprengt hat.

