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CrimsonInferno

AMS - Advanced Message Script -- Support

Question

(Entire post taken from LegacyX's thread)

 

Okay, a friend of mine -- I guess you could say we are friends -- edited Dubealex's message script to fit in a few other things and cut corners.

But I was wondering a few things:

 

Is it as good as Ccoa's script? Does it cost money to use like hers? Is it too difficult to use? Can you change the face sizes from 96x96 to a bigger face picture? Any one think they could help? :)

 

By: Dubealex, Edited by LegacyX

New Extra Features

 

* display the icon and name of a armor

* display the icon and name of a item

* display the icon and name of a skill

* display the icon and name of a weapon

 

Instructions

 

Place above the main. and away you go =]

 

 

Compatibility

 

At the moment there are no known compatibility problems

 

FAQ

 

Q: How do i change the face picture so that it actually fits in the window?

A:Find this lineself.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))

and edit this part Rect.new(0, 0, 96, 96) to say Rect.new(0, 0, 150,150) to make it bigger

 

 

#===================================================
#  ¦ AMS - Advanced Message Script - R4 [update #2]
#===================================================
# For more infos and update, visit:
# http://www.creationasylum.net (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
# LegacyX: For adding Extra Features
#
# To found all my new features, search the following:   #NEW
# To configure the button to skip the dialog, search:   #SKIP_TEXT_CODE
#
#    Edited by FF12_master :To find Edits Search for ++Edit
#   -Edits-
#
#   -Shortened face and name box short cut-
#  
#   \f[i] face shortcut, were i is the file name
#   \n[i] name box, were i is the decided name.
#
#   \oa[i]         - display the icon and name of armor i
#   \oi[i]         - display the icon and name of item i
#   \os[i]         - display the icon and name of skill i
#   \ow[i]         - display the icon and name of weapon i
#
# For any extra features to be added for Personalised Games Please PM LegacyX
#
# 24th Febuary 2009
#===================================================

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 = 21                     #Choose the default Font Size for message box text
@name_font_size = 21             #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 = 240      #Choose the opacity of the message window. Default=160
@message_box_skin = "Black3"   #Choose the WindowSkin for the Message Box
@name_box_skin = "Black3"       #Choose the WindowSkin for the Name Box

@message_width = 440             #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 = 310         #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 ="Faces/" + $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

   #New
   #++Edit
   #Shows Icon and Weapon/Armour and Item name use \ow[i], \oa[i], \oi[i]
   # armor, items, skills, and weapons
       @now_text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) {
          item = $data_armors[$1.to_i]
          "\014[#{$1}]" + "   " + item.name
       }
       @now_text.gsub!(/\\[Oo][ii]\[([0-9]+)\]/) {
          item = $data_items[$1.to_i]
          "\015[#{$1}]" + "   " + item.name
       }
       @now_text.gsub!(/\\[Oo][ss]\[([0-9]+)\]/) {
          item = $data_skills[$1.to_i]
          "\016[#{$1}]" + "   " + item.name
       }
       @now_text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) {
          item = $data_weapons[$1.to_i]
          "\017[#{$1}]" + "   " + item.name
       }

 #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]\[(.+?)\]/.match(@now_text)) != nil
    name_window_set = true
    name_text = $1
    @now_text.sub!(/\\[Nn]\[(.*?)\]/) { "" }
 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!(/\\[|]/) { "\014" }
 @now_text.gsub!(/\\[|]/) { "\015" }
 @now_text.gsub!(/\\[|]/) { "\016" }
 @now_text.gsub!(/\\[|]/) { "\017" }
 @now_text.gsub!(/\\[>]/) { "\019" }
 @now_text.gsub!(/\\[<]/) { "\031" }
 @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 == "\019"
          text_not_skip = false
          c = ""
       end

       if c == "\031"
          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

 #New
   #++Edit
   #Shows Icon and Weapon/Armour and Item name use \ow[i], \oa[i], \oi[i]

       # If \oa[n]
    if c == "\014"
       @now_text.sub!(/\[([0-9]+)\]/, "")
       index = $1.to_i
       @now_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
    #++Edit
    # If \oi[n]
    if c == "\015"
       @now_text.sub!(/\[([0-9]+)\]/, "")
       index = $1.to_i
       @now_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
    #++Edit
    # If \os[n]
    if c == "\016"
       @now_text.sub!(/\[([0-9]+)\]/, "")
       index = $1.to_i
       @now_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
    #++Edit
    # If \ow[n]
    if c == "\017"
       @now_text.sub!(/\[([0-9]+)\]/, "")
       index = $1.to_i
       @now_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


#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

 

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I hope you don't mind if I use this topic to ask this: I've got a customized version of this script that includes a "wrap around" system that automatically formats the text to fit the window. The downside's that it really messed up the multiple choice windows. Is there any way to fix this?

There's the script:

#===================================================
# ? 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 = 30          #Choose the width of the Name Box. default= 8  
  @name_box_height = 32      #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 = "Brown_revised"   #Choose the WindowSkin for the Message Box
  @name_box_skin = "Brown_revised"       #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  

#---------------------------------------------------------------------------
  #*Wrap
  #---------------------------------------------------------------------------
  def word_wrap(text, width=55)
    #figure out why this works.
    text.gsub(/(.{1,#{width}})( +|$\n?)|(.{1,#{width}})/, "\\1\\3\n")
  end

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}]" }
   @now_text.gsub!("\n", "")
   @now_text = word_wrap(@now_text)
 
   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
#===================================================


Edited by Simon Greedwell

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