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Everything posted by Marked
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I was looking on a certain forum, and found a topic about this there. So basically, its this website who has this contest for designing(Not making) a game. And the winner is fully funded to make this game! Sound to good to be true? Well then enter. Here are some details: And: Giga Software Some people thought this may be good to be true, and that you wouldnt get the money or something. But is it worth entering just to find out? I mean, all you have to do is design a game. Thats it. Discuss...
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I must say, Im quite impresses with this tutorial. It has its own installer! Thats a first. I give you 9/10 for this, great work!
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It looks nice ichabod, I just regestered. Are you rgpmaker there?
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This should have been locked awhile ago. But you should know this: The forum went down because the host formated their servers, meaning the Arab hackers went with. So they are long gone. We know they were Arab, because they said they were when the hacked the site. But that was a long time ago. You are right there Dark Dragon. But people should know what you said, although sometimes they dont. Which is a shame. But Everything is fine now with the site, so dont worry.
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I downloaded it a LONG time ago. From CA, submitted by Alael. And I recently uploaded it. I wanted to on this server, but I couldnt. I hate using free file hosting, its such a pain. This is the best character pack I've came across. But its quite old. Hmm, that gives me an idea. We(Members of this community) should make a new one, consisting of members latest works. Alright, back to the topic.
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The most useful rmxp forum you've been to.
Marked replied to Marked's topic in General Game Development
I have to check out RRR, I dont think I have yet. Well thats the plan. Just need to give people away of getting here. Thats the hard bit. For some reason I dont like posting at any other forums except CA, and my own ofcourse. I dont know why, maybe because i have been there the longest. Anyone else? -
You should post it Dark Dragon, I havent heard of it before. Anyway, I explained what he wanted already. BubbleBoy will also be away for awhile, he told me. Not sure for how long.
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I think I know what your are talking about Dark Dragon. Some of them are indexed colour, so in photoshop, you cannot edit them. If you dont know how to fix this this in photoshop, goto Image >> Mode >> RGB Colour.
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So what is the most useful RPG Maker Forum that you have come across? For me, it is Creation Asylum. The reason for that is, its the first forum(about anything) that I had been to. And that got me back into RPG Maker XP(I stopped using it, wasnt even on forums) and is also the reason I started this forum. Well its not the reason, but it if it wasnt for CA, this forum wouldnt exist.
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Journey of Heroes: The Keys to Destruction
Marked replied to EmilyAnnCoons's topic in Early in Development
Thats strange, hopefully he will edit it if he decideds to come back. For some reason I think he just got the link wrong. Well anyway, heres the demo: Download We moved from another forum, so I have some useful things there, thats how i got that link. -
Mine would be Linkin Park I guess. I like others, but i cant rember their names. I like songs, rather than bands, if that makes sense.
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I use this, and I get no viruses and dont have any problems with that sort of thing. BUT, this keeps them out, I had none when i installed this, unlike you would have. I had viruses so bad that I could start my computer, so I formated my harddrive and started again, stupidly not backing up any RPG Maker XP files. I lost everything.
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I have a big update on this. The host is in the middle of transfering its accounts to mulitple servers. So by the end of day, or so, this issue will be resolved.
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Welcome to the forum ichabod! Glad to have you here.
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I have seen this on a few other forums, and thought it would come in useful here. It is the character pack that contains 1732 character sprites, all catagorized into folders. Unfortunately, I couldnt upload it to the server, so Megaupload will have to do for now. Character Pack -Credit to Alael for this pack. Although all the aurthors of the sprites are unknown. EDIT: Uploaded to our downloads manager: http://www.rmxpunlimited.net/forums/index....amp;showfile=23
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Now, I say a dragon, because I didnt design, but I coloured it. Its supposed to be a battler. It was a request a did for someone: What do you think?
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Sounds good. I will have more time to work on getting better at scripting before i Start on the menu.
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Alright, but I want to give you some time to think about it. Right now the job of moderator is not that big, as the forum is not very active. And me, and Dark dragon are also here. But obviously Im trying to make it as active as I can...so i'll give you a few days to think, ok?
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Are you serious? I can give you a huge list of reasons. This forum software is much better, and I own this forum, unlike someone who would make an invisionfree/plus forum. The slowness and downtimes are temperory, and there is nothing else i can do.
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I know that some of you have noiticed the forum going slow, or you cant access the server on occasion. This is all to do with the host. Now, when the forum goes down, it goes down for 5-20 seconds, I have noticed. Refresh it after that period of time, and it will load again. The reason for these problems is that the host had to format its servers, deleting all its software in the process. That is the reason the forum went down for three months also. So the host is slowly getting things fixed, and all back to normal. So the downtimes and slowness is temporary. Take a look at this list to see what the host has done, and is going to do: What I plan to do is move to a better host. Thent there will be no problems at all. But in order to do that, i need to raise some money. That is why there is an add at the bottom of the board. But to get enough, the forum must become alot more active. Thank you all for your patience with these problems.
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I didnt know Master Zarax was the main guy on this project. He should have gotten the internet for Christmas, so he can join the forums. Ravenclaw, you can all me Marked here, I prefer that name. You know what Fugly means, right? Cant wait for the demo to come out, is that going to be released to the public, or just me so I can work on some of the scripts?
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Journey of Heroes: The Keys to Destruction
Marked replied to EmilyAnnCoons's topic in Early in Development
This is a great game. SCMike may come back here, he is still active on CA, and I just him back into RMXP again, he had almost given up. Dark Dragon, you have to play this game. Its really good. -
I'll take this as a welcome, i think. Welcome back to the board Ravenclaw. I can give you a reason for your inactivity, the board has been up for three days. That explains the lack of activity here, but now we are back and I hope to make it more active. You have been a moderator at rmxp unlimited ever since we started. I made you a member again because I honestly thought you were never coming back. The job is still there if you want it, because you have been with us so long. Now, the slowness is a problem. I having experienced it myself, but I will make another topic. I hope you do stay and become active.
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As the forum was down for a couple of months, there is no longer any staff. I am looking for Global Moderators and/or Local Moderators. You can choose either one, but if you are good at a certain thing(Example: Scripting) you can choose to moderate the forums you chose. If you are interested, Click here, or click on Applications, above in the menu.
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Im posting this cause I dont think Dubealex is going to...but i did get permission from him. This is the advance message script made by dubealex, for the people have have not seen it at his site. Just put the script above main in the script editor, there ia an instruction manual and a demo which are recommended to download. The demo: AMS-Advanced message script OR http://www.rmxpunlimited.net/forums/index....&showfile=9 #=================================================== # ■ 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!(/\\\\/) { " 0" } @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { " 1[#{$1}]" } @now_text.gsub!(/\\[Gg]/) { " 2" } @now_text.gsub!(/\\[ss]\[([0-9]+)\]/) { " 3[#{$1}]" } @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { " 4[#{$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!(/\\[.]/) { " 5" } @now_text.gsub!(/\\[|]/) { " 6" } @now_text.gsub!(/\\[>]/) { "16" } @now_text.gsub!(/\\[<]/) { "17" } @now_text.gsub!(/\\[!]/) { "20" } @now_text.gsub!(/\\[~]/) { "21" } @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "22[#{$1}]" } @now_text.gsub!(/\\[ii]/) { "23" } @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "24[#{$1}]" } @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "25[#{$1}]" } @now_text.gsub!(/\\[bb]\[([0-9]+)\]/) { "26[#{$1}]" } @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "27[#{$1}]" } reset_window if name_window_set color=$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 == " 0" c = "\\" end if c == " 1" @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 == " 2" 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 == " 3" @now_text.sub!(/\[([0-9]+)\]/, "") speed = $1.to_i if speed >= 0 and speed <= 19 @write_speed = speed end c = "" end if c == " 4" @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 == " 4" c = "" end if c == " 5" @write_wait += 5 c = "" end if c == " 6" @write_wait += 20 c = "" end if c == "16" text_not_skip = false c = "" end if c == "17" text_not_skip = true c = "" end if c == "20" @mid_stop = true c = "" end if c == "21" terminate_message return end if c == "23" @indent = @x c = "" end if c == "24" @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 == "25" @now_text.sub!(/\[([0-9]+)\]/, "") self.contents.font.size = [[$1.to_i, 6].max, 32].min c = "" end if c == "26" @now_text.sub!(/\[([0-9]+)\]/, "") @x += $1.to_i c = "" end if c == "27" @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 == "30" @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 == "22" @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?.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("30[%s]%s", $data_items[index].icon_name, $data_items[index].name) end when "w" unless $data_weapons[index].name == nil r = sprintf("30[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name) end when "a" unless $data_armors[index].name == nil r = sprintf("30[%s]%s", $data_armors[index].icon_name, $data_armors[index].name) end when "s" unless $data_skills[index].name == nil r = sprintf("30[%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 #===================================================
