Tenoukii 0 Report post Posted December 13, 2010 Hiya :) I just wanted to know how to turn off the automatic scrolling in modern algebras ATS? thanks (Y" Share this post Link to post Share on other sites
Broken Messiah 20 Report post Posted December 13, 2010 What is the ATS? Share this post Link to post Share on other sites
Crym 10 Report post Posted December 13, 2010 Can you post the ?script? (or whatever it is) and more information on what it's supposed to do please. Kinda hard to help without more to go on than just what you said, I have no idea what ATS is supposed to be. Maybe a link to where you got it maybe. Share this post Link to post Share on other sites
Tenoukii 0 Report post Posted December 14, 2010 #============================================================================== # Advanced Text System # Version: 3.0c # Author: modern algebra (rmrk.net) # Date: September 7, 2010 #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Thanks: # *Zeriab* for his tutorial on RegExp, but most of all for being my mentor # and friend. Without him, this script, and all my other scripts, will # never have been made. # For ideas on improving this script through bug reports or suggestions: # Arrow-1, Irock, Stonewall, PhantomH, Seasons in the Abyss, Aindra, Arion, # Okogawa, Megatronx, Charbel, Adrien., dricc, Raukue, EricDahRed, redyugi, # HeartofShadow, Woratana, tsy0302, Kayo, deadnub. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Description: # # This scripts adds a whole bunch of features to message boxes, making them # much prettier and with a lot more functionality than the default. What and # how to use each feature will be exhaustively detailed in the instructions, # but for now I will just give a list of a few of the staple features: # # ~Appended Text~ # A staple feature of ATS, this will combine the messages of subsequent text # events (that share properties). It is useful particularly when combined # with text scrolling. # # ~Text Scrolling~ # This feature allows longer text messages to scroll upwards, so that for # longer messages, the contents of the window will scroll upwards when it # reaches the bottom, allowing the player to read what has come before and # ignore the annoying new page requirements. This feature has been beefed up # in ATS 3.0, with the scroll now being much smoother and the speed user- # definable, in addition to the new feature of Scroll Review, which, once the # message is finished, allows the player to scroll upwards to see any text he # or she might have missed. Moreover, you can also scroll by page instead. # # ~Paragraph Format~ # Always a staple feature in the ATS, turning this feature on allows you to # avoid the hassle that comes with making the text fit within the window by # analyzing the exact length with reference to the grey arrows. Now you can # type freely and know that nothing will get cut off. This feature takes on # additional importance in ATS 3.0 with the addition of a special message # codes like \S[] and \S![], more on which will be discussed later. As # always, you can still manually define line breaks with the \LB code. As in # previous versions, you can also justify text, meaning that the letters will # be spaced out so as to exactly cover the width of the message box. Unlike # previous versions, this paragraph formatter is integrated with the ATS in # order to better accomodate text features and therefore does not require a # separate Paragraph Formatter script to work. # # ~Advanced Choices~ # Another staple feature of the ATS, you have been able to append choices # from subsequent choice branches and show them all in a separate window. # This feature has been vastly expanded on in ATS 3.0. In earlier versions, # many of the features respecting advanced choices, such as appending them # and tying choices to switches, were available only if using the choice # window. In ATS 3.0, these features have been included in the traditional # in-message window. Don't want to use the choice window but do want to # exclude some choices unless a particular switch is ON? You can do that now. # In addition to all of the old features, there are quite a few new ones that # will make your choices more dynamic. One is the ability to make an the # cursor pass over an option. This means it is a perfect way to include # headings or blank spaces in your choice box. Another new feature are the # disable codes which allow you to make a choice unselectable, so when the # player tries to select it the buzzer sound is played and nothing happens. # Further, there is an external message property that can be set which you # can use to automatically add certain properties to modify the choice text # if it is disabled, such as a command to reduce the opacity of it. In # addition, you can automatically modify all choice texts at once - want to # add a larger indent or make all choices blue - you can do that. Finally, # another unique feature of ATS choices is the \+{} code. Placed in a comment # directly below a when branch of a choice branch, this allows you to add # whatever text you want to that choice, effectively ignoring the limitations # on choice message size. This means you can make your choices sentences # instead of simple yes or nos. In addition to this, another new feature of # ATS 3.0 choices is that choice messages can be longer than one line and # that is recognized both in the choicebox and the new and improved default # choice scheme. The last new feature added to choices in ATS 3.0 is the # ability to set a help window for it. This means it will set a window whose # contents will change depending on which choice the player is hovering over. # # ~Advanced Faces~ # From the very start, animated faces have been a part of the ATS. This # feature allows you to have the faces animate for every few letters drawn - # perfect to make it look like the face is talking. However, this is not all # the special features you gain with faces. As always, you can also use much # larger or smaller faces, mirror them, set them to the right side of the # text box, or move them anywhere you like, change the opacity, or surround # it with a window. New in ATS 3.0, you can now define the exact size of the # border of the window if using it, or you can use another sprite for it # (just like the dim background of the Message Window). Also new in ATS 3.0, # you can scroll the face in when it first appears either horizontally or # vertically, or fade it in. You can also choose to make the face appear over # or under the message window, and change the blend type. # # ~Letter Control~ # This has always been a feature of the ATS and it allows you to control the # speed that text is drawn, as well as putting in pauses at will. It also # allows you to specify a sound, and you can even have it vary the pitch with # every letter so that it mimics the sound of a voice. New in ATS 3.0, you # can control the speed text is drawn not only through the \> and \< codes, # but more directly via the \S[] command, where you can either set it to add # or subtract a number from the current speed, or you can set it directly. # See the section on this code in Special Message Codes for details. # # ~Advanced Message Window~ # There are also a number of special features related to the appearance and # position of the message window. Most of these should be familiar to users # of ATS 2.0. You can manually control the size and exact position of the # text box, or you can set it to automatic. Further, you can use the # :fit_window_to_text property to set the width of the window to be only as # long as it needs to be to accomodate the longest line. As always, you can # set what windowskin to use, the font, how much space for each line, and the # dim background. New features include the :do_not_obscure property, which, # when using default positioning, will ensure that the characters specified # in the :obscure_characters array. This feature will be ignored if manually # setting position however. The only thing it does is, if you have the # position set to bottom, but that would cover the player and you include the # player in your obscure_characters array, then it would move the message box # to the top instead. As always, you can use \OC[], \UC[], \LC[], and \RC[] # to position the window in reference to a character. Something new is the # \E[] command, which will set it above the character, unless there is not # enough room, in which case it sets it below the character. Another new # feature is speech tags, which, when using \OC[], \UC[], or \E[] codes will # place a tag from the character speaking to the message window if this # feature is enabled. # # ~Word Boxes~ # New to ATS 3.0, this is a very simple feature that works akin to the Gold # or Name window. Basically, it allows you to set a one line message to # appear instantly. It can be used, for instance, if you want to show the # value of a variable in the corner while showing this message or choice. # Naturally, name boxes have also been retained from ATS 2.0 # # ~Graphic Novel Support~ # New to ATS 3.0, this feature, when activated, allows the player to # completely hide and prevent from updating every message related window for # as long as the player holds a button you choose or, if you wish, it can be # a toggle rather than a press. It is useful if you have a game that relies # heavily on graphics and you want to give the player the opportunity to just # look at the background, like in many graphic novel games. # # ~Move While Showing~ # Also new to ATS 3.0, this is a feature that, when activated, allows the # player to move around while a message is showing. However, when a choice # selection is active, this feature will be disabled. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Instructions: # # Place this script in its own slot in the Script Editor (F11) above Main # and below Materials. This script is not compatible with most other message # systems, so you may need to remove any other message systems. If you are # upgrading to this from ATS 2.0, you will need to also install the # conversion patch, located in this script's thread at RMRK. # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ~Special Message Codes~ # These codes work in all ATS windows. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # You will recognize many of these from previous versions of the ATS. A lot # are new though. # \lb - Line break. Go to next line. # \v[x] - Draw the value of the variable with ID x. # \n[x] - Draw the name of the actor with ID x. # \c[x] - Set the colour of the text being drawn to the xth colour of the # Windowskin palette. 0 is the normal color and 16 is the system color. # \c[#RRGGBB] - Set the colour of the text being drawn to any colour, using # hexadecimal. You can set each colour (red, green, blue) to anything # from 0-255 (00-FF). You must use hexadecimal values. # \p[x] OR \pid[x] - Draw the ID of the actor in the xth position in the party. # \ni[x] - Draw the name of the item with ID x. # \nw[x] - Draw the name of the weapon with ID x. # \na[x] - Draw the name of the armor with ID x. # \ns[x] - Draw the name of the skill with ID x. # \nt[x] - Draw the name of the state with ID x. # \nc[x] - Draw the name of the class with ID x. # \ne[x] - Draw the name of the event with ID x on the current map. # \nm[x] - Draw the name of the enemy with ID x. # \nl[x] - Draw the name of the element with ID x. # \nv[x] - Draw the name of the variable with ID x. # \nsw[x] - Draw the name of the switch with ID x. # \np[x] - Draw the name of the actor in the nth position in the party. # \map - Draw the name of the map the player is currently on. # \map[x] - Draw the name of the map with ID x. # \di[x] - Draw the description of the item with ID x. # \dw[x] - Draw the description of the weapon with ID x. # \da[x] - Draw the description of the armor with ID x. # \ds[x] - Draw the description of the skill with ID x. # \pi[x] - Draw the price of the item with ID x. # \pw[x] - Draw the price of the weapon with ID x. # \pa[x] - Draw the price of the armor with ID x. # \i#[x] - Draw the number of the item with ID x that the party posesses. # \w#[x] - Draw the number of the weapon with ID x that the party posesses. # \a#[x] - Draw the number of the armor with ID x that the party posesses. # \ac[x] - Draw the class of the actor with ID x. # \i[x] - Draw the icon with index x. # \ii[x] - Draw the icon of the item with ID x. # \wi[x] - Draw the icon of the weapon with ID x. # \ai[x] - Draw the icon of the armor with ID x. # \si[x] - Draw the icon of the skill with ID x. # \ti[x] - Draw the icon of the state with ID x. # \fn[fontname] - Change the font to fontname # \fs[x] - Change the fontsize to x. # \fa[x] - Change the alpha value (opacity) of the font to x. # \b - Turn bold on. Text drawn after this code will be bolded. # /b - Turn bold off. # \i - Turn italic on. Text drawn after this code will be italicized. # /i - Turn italic off. # \s - Turn shadow on. Text drawn after this code will have a shadow. # /s - Turn shadow off. # \u - Turn underline on. Text drawn after this code will be underlined. # /u - Turn underline off. # \hl[x] - Turn highlight on. Text drawn after this code will be highlighted # with colour x from the windowskin palette # /hl OR \hl[-1] - Turn highlight off. # \l - align the text to the left # \r - align the text to the right # \c - align the text to the centre. # \t - Tab. Draws the next character at the nearest pixel that is a # multiple of 32. Doesn't work well with the :justified_text property. # \x[n] - Sets the x position for drawing directly to n. # \f[key] - Draw the value corresponding to that key in the FILTERS array. If # the key has quotation marks around it, you need to put "key" # \s[x,text] - Will only draw text if the switch with ID x is ON. # \s![x,text] - Will only draw text if the switch with ID x is OFF. # \vocab[method] - Will draw whatever Vocab.method returns, if it is a valid # method call. Suitable values for method are: level, level_a, hp, # hp_a, mp, mp_a, atk, def, spi, agi, weapon, armor1, armor2, armor3, # armor4, weapon1, weapon2, attack, skill, guard, item, equip, status, # save, game_end, fight, escape, new_game, shutdown, to_title, gold, # continue, cancel # \actor_method[x] - This will draw whatever actor.method returns for whoever # actor x. Some suitable values for method are: atk, def, spi, agi, # level, exp, name, hp, maxhp, mp, maxmp, & any other methods that # return values from Game_Actor. # \i_method[x] - This will draw whatever item.method returns for the item with # ID x. Some suitable values for method are: name, description, # base_damage, variance, atk_f, spi_f, price, hp_recovery_rate, # hp_recovery, mp_recovery_rate, mp_recovery, parameter_points, note, # n, & any other methods that return values from RPG::Item. Also, note # will return all of the contents of the note field, whereas n will # only return notefield text located between a \msg[text]msg/ code. # \w_method[x] - This will draw whatever weapon.method returns for the weapon # with ID x. Some suitable values for method are: name, description, # price, hit, atk, def, spi, agi, note, n, & any other methods that # return values from RPG::Weapon. Also, note will return all # of the contents of the note field, whereas n will only return # notefield text located between a \msg[text]msg/ code. # \a_method[x] - This will draw whatever armor.method returns for the armor # with ID x. Some suitable values for method are: name, description, # price, eva, atk, def, spi, agi, note, n, & any other methods that # return values from RPG::Armor. Also, note will return all # of the contents of the note field, whereas n will only return # notefield text located between a \msg[text]msg/ code. # \s_method[x] - This will draw whatever skill.method returns for the skill # with ID x. Some suitable values for method are: name, description, # base_damage, variance, atk_f, spi_f, hit, mp_cost, note, n, & any # other methods that return values from RPG::Weapon. Also, note will # return all of the contents of the note field, whereas n will only # return notefield text located between a \msg[text]msg/ code. # \t_method[x] - This will draw whatever state.method returns for the state # with ID x. Some suitable values for method are: name, atk_rate, # def_rate, spi_rate, agi_rate, message1, message2, message3, # message4, note, n, & any other methods that return values from # RPG::State. Also, note will return all of the contents of the note # field, whereas n will only return notefield text located between a # \msg[text]msg/ code. # \enemy_method[x] - This will draw whatever enemy.method returns for whoever # the enemy with ID x is. Some suitable values for method are: name, # atk, def, spi, agi, hit, eva, exp, gold, note, n, & any other # methods that return values from RPG::Enemy. Also, note will return # all of the contents of the note field, whereas n will only return # text located between a \msg[text]msg/ code. # \#{code}# - This will evaluate code. So, if you know scipting, you can place # any code there and it will draw whatever is returned by it. For # instance: \#{$game_system.save_count}# would draw the number of # times the player has saved the current game. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ~Message Box specific codes~ # These codes will only work in the Message Window. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # \g - Shows a window with the party's gold. Closes if already open # \nb[name] - Shows a name box with name displayed in the box # /nb - Closes the namebox # \wb[word] - shows the word in its own window, similar to the gold window. # /wb - Closes a wordbox # \. - Wait 15 frames (1/4 second) before drawing the next letter. # \| - Wait 60 frames (1 second) before drawing the next letter. # \w[x] - Wait x frames before drawing the next letter. # \! - Pause. Make the message wait for player input before continuing. # \^ - Skip the next pause without waiting for player input. # \> - Speed up the text drawing by reducing wait time between letters by # one frame. # \< - Slow down the text drawing by increasing wait time between letters by # one frame. # \S[x] - Change the speed the text draws by adding x to the current time # between drawing letters. Thus, \s[2] is the equivalent of \<\< and # \s[-3] is the equivalent of \>\>\>. You can also directly set the # speed by putting an equal sign, so \s[=0] would set the time to one # frame between drawing letters, and \s[=-1] would set it to instant. # \@ - Turn on Show line fast - the line up to /@ will be shown instantly # /@ - Turn off Show line fast. # \@@ - Turn on Show message fast. This will show the entire message # instantly, at least until the next scroll or it hits a /@@ # /@@ - Turn off Show message fast. # \% - Disable Text Skip through user input # \se[sound effect name] - Plays a sound effect # \me[music effect name] - Plays a musical effect # \ani[target_id,animation_id] - Shows animation_id on target_id. 0 => player, # other numbers indicate the ID of the event # \bln[target_id,balloon_id] - Same as ani, but shows a balloon # \af[x] - Show the face of the actor with ID x. # \pb - Page Break. Clear the contents and start drawing from the first line # \oc[x] - positions the message box over a character. 0 => player; when >1, it # will show over the event with that ID on the map. # \uc[x] - same as \oc, but places box under character # \lc[x] - same as \oc, but places box to left of character # \rc[x] - same as \oc, but places box to right of character # \e[x] - same as \oc, but if the box is too tall to comfortably fit, is moved # below the character instead. # \mxy[x, y] - Set the position of the message window to x, y. # \fxy[x, y] - Set the position of the face window to x, y. # \nxy[x, y] - Set the position of the name window to x, y. # \#!{code}# - This will evaluate code at the time the window reaches this code # when drawing. It does not put the result of the code into the message # but is instead intended to be evaluated. For instance: \#!{new_page}# # would perform the same function as \pb. You need to know syntax! #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ~Choice Branch Specific Codes~ # These codes only work in choice branches. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # \skip - Placing this in a choice text means that the player will not be able # to hover over or select this option, but will skip to the next one. # Perfect for making subheadings for your choices, or blank spaces. # \soff[x] - A choice with this in it will only appear in the branch if the # switch with ID x is OFF. # \son[x] - Same as soff[x], but it will only appear if switch x is ON. # \d[x] - A choice with this in it will be disabled (unselectable) if the # switch with ID x is OFF. It will still show up, and the player can # hover over it, but he or she will be prevented from selecting it. # \d![x] - Same as \d[x], except it will be disabled if switch x is ON. # \wb[text] - This code will create a help window. When the player hovers over # that choice, it will show text in the help window. This allows you to # explain the choice or make any content in the help window dependent # on which choice the player is on. # \+{text} - This is actually a code you can put in a comment that is directly # below the when branch of a choice, and it will add text to the # choice. This effectively ignores the normal limitations on the size # of a message in a choice, allowing you to make longer texts for # choices. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ~Message Properties~ # The following are properties of the message window that are set prior to # calling the message and govern many properties. You set the default values # to the constants of the same name in Game_ATS, starting at line 766. Those # will be the values that each game starts out with. You can then change them # on a message to message basis through either of the codes: # ats_next (:property, new_value) # or: # $game_message.property = new_value # However, it will reset to the default after the next message is processed. # If you want to change it on a permanent basis, you have to use either: # ats_all (:property, new_value) # or: # $game_ats.property = new_value # $game_message.property = new_value # # All of the properties and what types of values are expected for each are # listed below. Note that if you use the ats_next or ats_all commands, you # have to retain the : in front of the name. If you use the $game_ats or # $game_message route then you don't use the : # # You can reset $game_ats to the constants with: $game_ats.reset #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # :max_lines - This is the maximum number of lines to show at a time before # either going to a new page or scrolling. Default: 4 # :message_speed - This is the number of frames to wait in between drawing # letters. -1 is instant. 0 is 1 frame. Default: 0 # :skip_disabled - Whether the player can speed text up by pressing ENTER. # :append_text - Whether to include all text from subsequent text commands in # the next message. true => append; false => do not append. Default: true # :append_choice - Whether to include all choices from subsequent choice # choice branches in the next choice selection. The cancel branch is # inherited from the last branch to not have cancel disabled. # true => append; false => do not append. Default: true # :scrolling - Whether to scroll once :max_lines is exceeded or to pause and # start a new page. true => scroll; false => new page. Default: true # :scroll_speed - If :scrolling is true, this is how many pixels it moves per # frame when scrolling text. Default: 2 # :scroll_show_arrows - If :scrolling is true, this determines whether or not # to show the arrows when the contents grow. true => show; false => do # not show. Default: true # :scroll_autopause - If :scrolling is true, this determines whether or not to # insert a pause before it scrolls to the next line. Default: false # :scroll_review - If :scrolling is true, this option is whether or not the # player has the option to review the message that has just finished by # pressing up and down. true => yes; false => no. Default: true # :scroll_by_page - Whether to scroll by whole page or by line. Default: false # :paragraph_format - When this is true, the manual line breaks are ignored and # it will draw as many characters as will fit on each line. You can still # force a line break with the \lb code though. Default: false # :justified_text - If :paragraph_format is true, then this option will make # the spacing of a line exactly such that it takes up the entire width of # the message window. Default: false # :letter_sound - When this is true, a sound will be played upon drawing # letters. Default: false # :letter_se - If :letter_sound is true, this is the SE that is played. It is # set in the format ["filename", volume, pitch]. Default: ["Open1", 40] # :letters_per_se - If :letter_sound is true, this is the frequency that the # SE is played. The SE will play every time this number of letters is # drawn. Default: 3 # :random_pitch - If :letter_sound is true, this is the range the pitch of the # SE will vary within. It can be used to mimic the pitch variations of # a human voice. It is a range in the format x..y. If x is equal to y, # then the pitch won't vary. If set to an integer, it will take that as # the variance from the regular pitch of the SE. Default: 100..100 # :speech_tag_index - This refers to which speech tag to use when showing a # message window above or below an event or player. -1 => no tag, while # anything greater refers to the graphic of the corresponding index in # :speech_tag_graphics. Default: -1 # :speech_tag_graphics - This is an array containing the names of all speech # tag graphics in the System folder of Graphics. Which one is used when # showing a message depends on the value of :speech_tag_index. # Default: ["Speech Tag 1", "Speech Tag 2", "Thought Tag 1"] # :start_sound - If true, a sound will be played when a message starts. # Default: false # :start_se - If :start_sound is true, this is the SE that is played. It is # set in the format ["filename", volume, pitch]. Default: ["Chime2"] # :finish_sound - If true, a sound will be played when a message finishes. # Default: false # :finish_se - If :finish_sound is true, this is the SE that is played. It is # set in the format ["filename", volume, pitch]. Default: ["Chime1"] # :pause_sound - If true, a sound will be played when a message pauses. # Default: false # :pause_se - If :pause_sound is true, this is the SE that is played. It is # set in the format ["filename", volume, pitch]. Default: ["Decision2"] # :terminate_sound - If true, a sound will be played when a message closes. # Default: false # :terminate_se - If :terminate_sound is true, this is the SE that is played. It is # set in the format ["filename", volume, pitch]. Default: ["Cancel"] # :move_when_visible - When this is true, the player will still be able to move # when the message window is displaying text. It is recommended that you # turn scroll review off when using this feature though, as it looks # dumb. Also, whenever a choice starts, it takes precedence and the # player will not be able to move even if this is true. Default: false # :graphic_novel - When this is true, it means the player can press the # :hide_button and everything relating to the message window becomes # invisible and stops updating until the player releases the button. It # is intended for use where a player might want to see the whole screen # and not have things hidden by the ATS windows. Default: false # :hide_button - If :graphic_novel is true, this is the button that hides the # ATS windows when pressed. Default: Input::F5 # :gn_press_or_toggle - If :graphic_novel is true, this determines whether the # player has to hold down the :hide_button or whether it acts as a toggle. # true => press; false => toggle. Default: true # :filters - This is a hash holding user-defined replacements for special # codes. This is the hash that is accessed when using the \f[x] message # code and is useful, for instance, if you have a character choose their # sex at the start of the game. Then you can set the filters to the # appropriate pronoun and use that and not have to have separate text # boxes just to differentiate between when people say he or her. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # :message_x - This is the x coordinate of the message window. If it is set to # -1, then it will be centred. If not, it will be directly set to that # coordinate of the screen. Default: -1 # :message_y - This is the y coordinate of the message window. If it is set to # -1, then it will abide by the normal way of setting position through # the top, middle, bottom option in the text window. If it is not -1, # then it will be directly set to that coordinate. Default: -1 # :wlh - the line height of lines in the message window. Default: 24 # :battle_wlh - the line height of lines in the message window during battle. # This should always be 24 unless you have a good reason. Default: 24 # :do_not_obscure - When using default positioning, this will choose a # different position setting if the current one is over any of the # characters included in :obscure_characters # :obscure_characters - If :do_not_obscure is true and the message is being set # using default positioning, then the message box will be choose override # the chosen position if the chosen position obscures one or more of the # characters in this array and another position would obscure less. The # player is identified by 0 and any number greater than that refers to # the event with that ID. When setting up the default, it is recommended # that you only include the player and set others only on a map by map # basis. Default: [0] # :obscure_buffer - this is how much space from the bottom of the character you # want to avoid obscuring. It should be set to the height of the tallest # character you want to avoid obscuring. Default: 32 # :fit_window_to_text - If this is true, then the window will be made to be # just wide enough to contain the longest line and just tall enough to # contain either all the lines up to :max_lines. Default: false # :message_width - This is how many pixels wide the message window is. # Default: 544 # :message_height - This is how many pixels tall the message window is. # Default: 128 # :message_opacity - This is the opacity of the window. Default: 255 # :message_backopacity - This is the opacity of the background of the # windowskin. Default: 200 # :message_windowskin - This is the windowskin that this window uses. It must # be a graphic located in the System folder. Default: "Window" # :message_fontcolour - This is the default colour of the font that is used # everytime a new page is made. It can either refer to the windowskin # palette (0-31) or be [red, green, blue] array. Default: 0 # :message_fontname - This is the default font of the window. It can either # refer to a single font or to a prioritized array of fonts, where the # first one is used unless that font is not installed, and so on. # Default: ["Verdana", "Arial", "Courier New"] # :message_fontsize - This is the default size of the font. Default: 20 # :message_fontalpha - This is the default opacity of the text. Default: 255 # :message_dim - The graphic to use when selecting the "Dim" option. # Default: "MessageBack" #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # :face_x - The x coordinate of the face box. If set to -1, the x-coordinate # will be automatically positioned. If not, it will be directly set to # this value. Default: -1 # :face_y - The y coordinate of the face box. If set to -1, the y-coordinate # will be automatically positioned. If not, it will be directly set to # this value. Default: -1 # :face_z - If this is >0, it will show up above the message window. If less # than 0, it will show up below the message window. Default: 10 # :face_side - When :face_x is -1, this determines which side of the message # box the face shows up on. true => Left; false => Right. Default: true # :face_offset_x - When :choice_x is -1, this is added to the x position. # Default: 0 # :face_offset_y - When :choice_y is -1, this is added to the y position. # Default: 0 # :face_width - This determines the width of the face. When 0, it will show the # whole width of the face, even if using single face graphics. If you want # to show only a portion of the face, then set it directly. Default: 0 # :face_height - This determines the height of the face. When 0, it will show # the whole height of the face, even if using single face graphics. If # you want to show only part of the face, then set it directly. Default: 0 # :face_mirror - When true, the face will be drawn mirrored. Default: false # :face_opacity - This is the opacity of the face. Default: 255 # :face_blend_type - This is the blend type of the face sprites. 0 => normal; # 1 => addition; 2 => subtraction. Default: 0 # :face_fadein - When this is true, the face will fadein when starting a # message instead of just automatically appearing. Default: false # :face_fade_speed - If :face_fadein is true, this is how much the opacity will # change every frame. Default: 10 # :face_scroll_x - Option to scroll the face in horizontally. Default: false # :face_scroll_y - Option to scroll the face in vertically. Default: false # :face_scroll_speed - If either :face_scroll_x or :face_scroll_y are true, # this is the number of pixels per frame it scrolls in at. # :animate_faces - When this is true, specially labelled face files will # animate. Face files that have ![x] in the name will take the first x # faces in the file and animate between them. Alternatively, it can take # the face of the same index from separate face files that are sequenced # by suffixes _1, _2, etc... Default: true # :letters_per_face - when :animate_faces is true, this is how many letters to # draw between rotating the faces. # :face_window - If true, the face will be framed by a window. Default: false # :face_window_opacity - If :face_window is true, this is the opacity of that # window. Default: 255 # :face_windowskin - If :face_window is true, this is the windowskin it uses. # Default: "Window" # :face_border_size - If :face_window is true, this is the size of the border. # Default: 6 # :face_dim - If using :face_window and dim, the sprite to stretch as a # background for the face. Default: "MessageBack" # :face_use_dim - The setting for using dim. If 0, it will never use dim. If 1, # it will use the dim sprite if :face_window is true. If 2, it will use # dim only when the message window is also using dim. Default: 0 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # :choice_text - This is a bracket for any choice text. It is useful if, for # instance, you want particular codes to apply to every choice in a # branch. You must include %s in the string, and that is where the actual # choice text will show up, bracketed by whatever other codes you put in # Default: " %s" (meaning every choice will be indented by four spaces) # :disabled_choice_text - Same as above, except it only applies to choices that # are disabled and is applied after :choice_text is. It is useful if you # want to differentiate between disabled choices and non-disabled ones. # Unlike :choice_text, %s doesn't have to be included and in that case all # disabled choices would simply be replaced by this text. # Default: "\\FA[128]%s\\FA[255]" (meaning disabled choices will be drawn # at 128 opacity). # :choicebox_text - The same as :choice_text, but this is what is applied when # using a choicebox instead of :choice_text. Default: "%s" (no change) # :choice_window - Whether or not choices will show up in a separate window. # Default: false # :choice_x - The x coordinate of the choice window. When this is -1, the x # position will be set automatically in reference to the position of the # message window (end of the side opposite the face). When anything else, # the x position is directly set to that coordinate. Default: -1 # :choice_y - The y coordinate of the choice window. Whwn this is -1, the y # position is set automatically directly above the message window or # below, if it goes off screen when placed above. Default: -1 # :choice_offset_x - When :choice_x is -1, this is added to the auto x position. # Default: -16 # :choice_offset_y - When :choice_y is -1, this is added to the auto y position. # Default: 16 # :choice_width - This is the width of the choice window. When -1, it will set # it to as wide as necessary to accomodate the longest line, up to a # maximum of the screen width. Default: 192 # :choice_height - This is the height of the choice window. When -1, it is set # to the number of rows necessary to draw all choices, up to :max_lines. # :column_max - When using :choice_window, the number of columns. Default: 1 # :row_max - When :choice_height is -1, the max number of rows. Default: 4 # :choice_spacing - When :column_max > 1, this is how much empty space is left # between options on the same row. Default: 20 # :choice_opacity - This is the opacity of the choice window. Default: 255 # :choice_backopacity - This is the opacity of the background of the choice # window. Default: 200 # :choice_windowskin - This is the name of the System file to use as the # windowskin for the choice window. Default: "Window" # :choice_fontcolour - The default colour of text in the choice window. It can # be from the windowskin palette or a [red, green, blue] array. Default: 0 # :choice_fontname - The font for the choice window. If an array, it will take # the first font in the array that the player has installed. # Default: ["Verdana", "Arial", "Courier New"] # :choice_fontsize - Default size of the font in the choice window. Default: 20 # :choice_wlh - The vertical space of each row of the choice window. Default: 24 # :choice_dim - If using :choice_window and dim, the sprite to stretch as a # background for the choice branch. Default: "MessageBack" # :choice_use_dim - The setting for using dim. If 0, it will never use dim. If # 1, it will use the dim sprite if :choice_window is true. If 2, it will # use dim only when the message window is also using dim. Default: 2 # :choice_on_line - Whether to show the choice box adjacent to the message # window or not. Doesn't apply if :choice_width is not directly set or if # :fit_window_to_text is on and larger than :choice_width. Default: false # :choice_opposite_face - When true, the side the choice is shown on is the # opposite side the face is on. And vice versa. Default: true #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # :choicehelp_x - The x coordinate of the choicehelp window. When this is -1, # the x position is centred. Default: -1 # :choicehelp_y - The y coordinate of the choicehelp window. Whwn this is -1, # the y position is at the top of the screen unless it overlaps with the # message window, in which case it goes to the bottom. Default: -1 # :choicehelp_width - This is the width of the choicehelp window. When -1, it # will set it to the width of the longest line, up to a maximum of the # screen width. Default: -1 # :choicehelp_height - This is the height of the choicehelp window. When -1, it # is set to accomodate the greatest number of lines that any choice option # requires: Default: -1 # :choicehelp_center - Whether or not to centre the text vertically when the # number of lines is smaller than the height of the window. Default: true # :choicehelp_opacity - This is the opacity of the choicehelp window. # Default: 255 # :choicehelp_backopacity - This is the opacity of the background of the # choicehelp window. Default: 200 # :choicehelp_windowskin - This is the name of the System file to use as the # windowskin for the choicehelp window. Default: "Window" # :choicehelp_fontcolour - This is the default colour of text in the choicehelp # window. It can either be from the windowskin palette or a # [red, green, blue, alpha] array. Default: 0 # :choicehelp_fontname - This is either a string or array containing the name # of the font used in the choicehelp window. If an array, it will take # the first font in the array that the player has installed. # Default: ["Verdana", "Arial", "Courier New"] # :choicehelp_fontsize - This is the default size of the font in the choicehelp # window. Default: 20 # :choicehelp_wlh - This is the vertical space required for each line of the # choicehelp window. Default: 24 # :choicehelp_dim - If using :choicehelp_window and dim, the sprite to stretch # as a background for the choicehelp branch. Default: "MessageBack" # :choicehelp_use_dim - The setting for using dim. If 0, it will never use dim. # If 1, it will use the dim sprite if :choicehelp_window is true. If 2, # it will use dim only when the message window is also using dim. # Default: 2 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # :name_x - The x coordinate of the name window. When this is -1, the x # coordinate is automatically placed on the same side the face would be # if automatically positioned. Default: -1 # :name_y - The y coordinate of the name window. When this is -1, the y # coordinate is just above the message window, unless it goes off the # screen, in which case it is placed just below. Default: -1 # :name_offset_x - When :name_x is -1, this is added to the x position. # Default: 16 # :name_offset_y - When :name_y is -1, this is added to the y position. # Default: 16 # :name_opacity - This is the opacity of the name window. Default: 255 # :name_backopacity - This is the opacity of the background of the name window. # Default: 200 # :name_windowskin - This is the name of the System file to use as the # windowskin for the name window. Default: "Window" # :name_border_size - The size of the windowskin border around the name. # Default: 8 # :name_wlh - This is the vertical space required for each line of the name # window. Default: 24 # :name_fontcolour - This is the default colour of text in the name window. It # can either be from the windowskin palette or a [red, green, blue] # array. Default: 0 # :name_fontname - This is either a string or array containing the name of the # font used in the name window. If an array, it will take the first font # in the array that the player has installed. # Default: ["Verdana", "Arial", "Courier New"] # :name_fontsize - This is the default size of the font in the name window. # Default: 20 # :name_dim - If using dim, the sprite to stretch as a background for the name # box. Default: "MessageBack" # :name_use_dim - The setting for using dim. If 0, it will never use dim. # If 1, it will use the dim sprite. If 2, it will use dim only when the # message window is also using dim. Default: 2 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # :word_x - The x coordinate of the word window. When this is -1, the word # window is centred, or to the left of the gold window if the gold window # is visible and :word_y is -1. If not -1, it is directly set to that # coordinate. Default: -1 # :word_y - The y coordinate of the word window. When this is -1, the y # coordinate is at the same position as the gold window, unless the gold # window is visible and the word window is too wide to fit to the left of # it, in which case it is directly above or below the gold window, # depending on where it fits. If not -1, it is directly set to that # coordinate. Default: -1 # :word_width - The width of the word window. When -1, it is set to accomodate # the longest line. Default: 160 # :word_height - The height of the word window. When -1, it will be set to # accomodate the number of lines. Default: -1 # :word_opacity - This is the opacity of the word window. Default: 255 # :word_backopacity - This is the opacity of the background of the word window. # Default: 200 # :word_windowskin - This is the word of the System file to use as the # windowskin for the word window. Default: "Window" # :word_wlh - This is the vertical space required for each line of the word # window. Default: 24 # :word_fontcolour - This is the default colour of text in the word window. It # can either be from the windowskin palette or a [red, green, blue] # array. Default: 0 # :word_fontname - This is either a string or array containing the name of the # font used in the word window. If an array, it will take the first font # in the array that the player has installed. # Default: ["Verdana", "Arial", "Courier New"] # :word_fontsize - This is the default size of the font in the word window. # Default: 20 # :word_dim - If using dim, the sprite to stretch as a background for the word # box. Default: "MessageBack" # :word_use_dim - The setting for using dim. If 0, it will never use dim. # If 1, it will use the dim sprite. If 2, it will use dim only when the # message window is also using dim. Default: 2 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ~ats_next only codes~ # The following codes can only be set on a message by message basis with # ats_next or $game_message. ats_all and $game_ats does not work for these. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # :do_not_refresh - When this is set to true, the contents of the message # window will not refresh until it is turned off. This means that text # messages will be appended to all the previous messages even if there # are other events in between, such as a Show Picture or Control # Variables switch and so on... Note that you will not be able to change # the face either without forcibly setting a new page. To turn it off, # you need to use a ats_next (:do_not_refresh, false) right before the # last message that you want appended. I do not recommend doing anything # too fancy with this; the idea is to permit you to do small things, like # Showing a picture, turning a switch on or off or doing some stuff with # conditional branches in between drawing letters. It's not designed or # tested for much of anything else. # :character - This is the same idea as the \oc, \uc, etc... character # positioning codes. This allows you to place it prior to opening the # window however. Set this value to the ID of the character you want to # position it in reference to (0 => Player, >1 => Event with that ID. # :char_ref - This is how you want to place it. 0 => Over; 1 => Left; # 2 => Under; 3 => Right; 4 => Over if fits, otherwise under. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # You can set default values for all properties starting at line 766. #============================================================================== #============================================================================== # ** Game_ATS #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This class holds all of the default data for the ATS #============================================================================== class Game_ATS #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # EDITABLE REGION #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAX_LINES = 4 # See line 376. MESSAGE_SPEED = 0 # See line 378. SKIP_DISABLED = false # See line 380. APPEND_TEXT = true # See line 381. APPEND_CHOICE = true # See line 383. SCROLLING = true # See line 387. SCROLL_SPEED = 2 # See line 389. SCROLL_SHOW_ARROWS = true # See line 391. SCROLL_AUTOPAUSE = false # See line 394. SCROLL_REVIEW = true # See line 396. SCROLL_BY_PAGE = false # See line 399. PARAGRAPH_FORMAT = false # See line 400. JUSTIFIED_TEXT = false # See line 403. LETTER_SOUND = false # See line 406. LETTER_SE = "Open1", 40 # See line 408. LETTERS_PER_SE = 3 # See line 410. RANDOM_PITCH = 100..100 # See line 413. SPEECH_TAG_INDEX = -1 # See line 418. # SPEECH_TAG_GRAPHICS # See line 422. SPEECH_TAG_GRAPHICS = ["Speech Tag 1", "Speech Tag 2", "Thought Tag 1"] START_SOUND = false # See line 426. START_SE = "Chime2" # See line 428. FINISH_SOUND = false # See line 430. FINISH_SE = "Chime1" # See line 432. PAUSE_SOUND = false # See line 434. PAUSE_SE = "Decision2" # See line 436. TERMINATE_SOUND = false # See line 438. TERMINATE_SE = "Cancel" # See line 440. MOVE_WHEN_VISIBLE = false # See line 442. GRAPHIC_NOVEL = false # See line 447. HIDE_BUTTON = Input::F5 # See line 452. GN_PRESS_OR_TOGGLE = true # See line 454. FILTERS = { # See line 457. 'ATS' => '\c[1]Advanced Text System\c[0], Version 3.0', 0 => 'Numbered filters work too', } FILTERS.default = "" # <- Do not touch #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MESSAGE_X = -1 # See line 464. MESSAGE_Y = -1 # See line 467. WLH = 24 # See line 471. BATTLE_WLH = 24 # See line 472. DO_NOT_OBSCURE = false # See line 474. OBSCURE_CHARACTERS = [0] # See line 477. OBSCURE_BUFFER = 32 # See line 485. FIT_WINDOW_TO_TEXT = false # See line 488. MESSAGE_WIDTH = 544 # See line 491. MESSAGE_HEIGHT = 128 # See line 493. MESSAGE_OPACITY = 255 # See line 495. MESSAGE_BACKOPACITY = 200 # See line 496. MESSAGE_WINDOWSKIN = "Window" # See line 498. MESSAGE_FONTCOLOUR = 0 # See line 500. MESSAGE_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 503. MESSAGE_FONTSIZE = 20 # See line 507. MESSAGE_FONTALPHA = 255 # See line 508. MESSAGE_DIM = "MessageBack" # See line 509. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FACE_X = -1 # See line 512. FACE_Y = -1 # See line 515. FACE_Z = 10 # See line 518. FACE_SIDE = true # See line 520. FACE_OFFSET_X = 0 # See line 522. FACE_OFFSET_Y = 0 # See line 524. FACE_WIDTH = 0 # See line 526. FACE_HEIGHT = 0 # See line 529. FACE_MIRROR = false # See line 532. FACE_OPACITY = 255 # See line 533. FACE_BLEND_TYPE = 0 # See line 534. FACE_FADEIN = false # See line 536. FACE_FADE_SPEED = 10 # See line 538. FACE_SCROLL_X = false # See line 540. FACE_SCROLL_Y = false # See line 541. FACE_SCROLL_SPEED = 12 # See line 542. ANIMATE_FACES = true # See line 544. LETTERS_PER_FACE = 6 # See line 545. FACE_WINDOW = false # See line 551. FACE_WINDOW_OPACITY = 255 # See line 552. FACE_WINDOWSKIN = "Window" # See line 554. FACE_BORDER_SIZE = 6 # See line 556. FACE_DIM = "MessageBack" # See line 558. FACE_USE_DIM = 0 # See line 560. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CHOICE_TEXT = " %s" # See line 564. DISABLED_CHOICE_TEXT = "\\FA[128]%s\\FA[255]" # See line 569. CHOICEBOX_TEXT = "%s" # See line 576. CHOICE_WINDOW = false # See line 578. CHOICE_X = -1 # See line 580. CHOICE_Y = -1 # See line 584. CHOICE_OFFSET_X = -16 # See line 587. CHOICE_OFFSET_Y = 16 # See line 589. CHOICE_WIDTH = 192 # See line 591. CHOICE_HEIGHT = -1 # See line 594. COLUMN_MAX = 1 # See line 596. ROW_MAX = 4 # See line 597. CHOICE_SPACING = 20 # See line 598. CHOICE_OPACITY = 255 # See line 600. CHOICE_BACKOPACITY = 200 # See line 601. CHOICE_WINDOWSKIN = "Window" # See line 603. CHOICE_FONTCOLOUR = 0 # See line 605. CHOICE_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 607. CHOICE_FONTSIZE = 20 # See line 610. CHOICE_WLH = -1 # See line 611. CHOICE_DIM = "MessageBack" # See line 612. CHOICE_USE_DIM = 2 # See line 614. CHOICE_ON_LINE = false # See line 617. CHOICE_OPPOSITE_FACE = true # See line 620. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CHOICEHELP_X = -1 # See line 623. CHOICEHELP_Y = -1 # See line 625. CHOICEHELP_WIDTH = 544 # See line 628. CHOICEHELP_HEIGHT = -1 # See line 631. CHOICEHELP_CENTER = true # See line 634. CHOICEHELP_OPACITY = 255 # See line 636. CHOICEHELP_BACKOPACITY = 200 # See line 638. CHOICEHELP_WLH = -1 # See line 640. CHOICEHELP_WINDOWSKIN = "Window" # See line 642. CHOICEHELP_FONTCOLOUR = 0 # See line 645. CHOICEHELP_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 649. CHOICEHELP_FONTSIZE = 20 # See line 651. CHOICEHELP_DIM = "MessageBack"# See line 653. CHOICEHELP_USE_DIM = 2 # See line 655. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME_X = -1 # See line 660. NAME_Y = -1 # See line 663. NAME_OFFSET_X = 16 # See line 666. NAME_OFFSET_Y = 16 # See line 668. NAME_OPACITY = 255 # See line 670. NAME_BACKOPACITY = 200 # See line 671. NAME_WINDOWSKIN = "Window" # See line 673. NAME_BORDER_SIZE = 8 # See line 675. NAME_WLH = -1 # See line 677. NAME_FONTCOLOUR = 0 # See line 679. NAME_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 682. NAME_FONTSIZE = 20 # See line 686. NAME_DIM = "MessageBack" # See line 688. NAME_USE_DIM = 2 # See line 690. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WORD_X = -1 # See line 694. WORD_Y = -1 # See line 698. WORD_WIDTH = 160 # See line 704. WORD_HEIGHT = -1 # See line 706. WORD_OPACITY = 255 # See line 708. WORD_BACKOPACITY = 200 # See line 709. WORD_WINDOWSKIN = "Window" # See line 711. WORD_WLH = -1 # See line 713. WORD_FONTCOLOUR = 0 # See line 715. WORD_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 718. WORD_FONTSIZE = 20 # See line 722. WORD_DIM = "MessageBack" # See line 724. WORD_USE_DIM = 2 # See line 726. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # END EDITABLE REGION #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ATS_2 = false #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Public Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # For each constant, create accessor for name in self.class.constants # Run the script attr_accessor name.downcase.to_sym end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize reset end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Reset #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def reset constants = Game_ATS.constants constants.each { |name| self.send ("#{name.downcase}=".to_sym, Game_ATS.const_get(name)) } end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Sound Effect #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_sound_effect (settings) return settings if settings.is_a? (RPG::SE) settings = [settings] if settings.is_a? (String) settings[1] = 80 if !settings[1] return RPG::SE.new (*settings) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Overwrite SE methods * Thanks Zeriab #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ for method in ["letter", "terminate", "pause", "start", "finish"] # Run the script eval("def #{method}_se= (*args); @#{method}_se = set_sound_effect (*args); end") end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Random Pitch #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def random_pitch= (val) @random_pitch = val.is_a? (Integer) ? self.letter_se.pitch..val : val end end #============================================================================== # ** Game_Message #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # new attr_accessor - all Game_ATS accessors; char_ref; character; # appending_text; choices; disabled_choices; help_choices; skip_choices; # override_run # aliased methods - initialize; clear; busy # new methods - convert_special_characters; perform_substitution; # perform_conversion; play_se; random_pitch= #============================================================================== class Game_Message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Public Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # For each ATS constant, create accessor for name in (Game_ATS.constants) do attr_accessor name.downcase.to_sym end # Non Game_ATS variables attr_accessor :char_ref attr_accessor :character attr_accessor :appending_text attr_accessor :choices attr_accessor :disabled_choices attr_accessor :skip_choices attr_accessor :help_choices attr_accessor :override_run attr_accessor :highlight attr_accessor :underline attr_accessor :do_not_refresh attr_accessor :do_not_start #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malgb_advtx_inliz_2fk9 initialize def initialize (*args) @do_not_refresh = false malgb_advtx_inliz_2fk9 (*args) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Clear #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malg_ats3_clr_msg_9lo1 clear def clear (*args) @do_not_start = @do_not_refresh @texts = [] @choices = [] @disabled_choices = [] @skip_choices = [] @help_choices = [] @choice_start = 99 @choice_max = 0 @choice_cancel_type = 0 @choice_proc = nil @ignored_codes = [] return if @do_not_start malg_ats3_clr_msg_9lo1 (*args) # Run Original Method @alignment = 0 @appending_text = false @character = -1 @char_ref = 0 @override_run = false @highlight = -1 @underline = false # Set ATS variables (Game_ATS.constants).each { |name| self.send ("#{name.downcase}=".to_sym, $game_ats.send (name.downcase.to_sym)) } end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Busy? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malbr_busy_ats3_8ik2 busy def busy (*args) return false if @appending_text return malbr_busy_ats3_8ik2 (*args) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Convert Special Characters # text : the text to convert #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def convert_special_characters (text) return if text == nil @ignored_codes.clear # Remove Ignore code strings text.gsub! (/\\\$(.*?)\/\$/i) { @ignored_codes.push ($1.to_s) "\x0a<#{@ignored_codes.size - 1}>" } # Get substitutions text = perform_substitution (text) text = perform_conversion (text) text.gsub! (/\\\\/) { "\\" } text.gsub! (/\x0a<(\d+)>/) { @ignored_codes[$1.to_i] } # Recover Protected strings return text end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Convert Substitution Codes # text : the text to convert #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def perform_substitution (text) # Switch conditional text text.gsub! (/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] } # Variable text.gsub! (/\\PID\[(\d+)\]/i) { $game_party.members[($1.to_i % $game_party.members.size)].id } # Party Member X text.gsub! (/\\P\[(\d+)\]/i) { $game_party.members[($1.to_i % $game_party.members.size)].id } # Party Member X text.gsub! (/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] } # Variable # FILTERS text.gsub!(/\\F\[["'](.+?)["']\]/i) { Game_ATS::FILTERS[$1.to_s] } text.gsub!(/\\F\[(.+?)\]/i) { Game_ATS::FILTERS[$1.to_i] } # Party ID to Actor ID text.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name rescue ""} # Actor Name # New Codes text.gsub! (/\\AC\[(\d+)\]/i) { $game_actors[$1.to_i].class.name rescue "" } # Actor Class text.gsub! (/\\VOCAB\[(\w+)\]/i) { Vocab.send ($1.downcase) rescue "" } # Actor, Item, Weapon, Armor, Skill Stats data_arrays = [$game_actors, $data_items, $data_weapons, $data_armors, $data_skills, $data_states, $data_enemies] regexp_array = ["ACTOR_", "I_", "W_", "A_", "S_", "T_", "ENEMY_"] for i in 0...regexp_array.size regexp = regexp_array data = data_arrays if i != 0 text.gsub! (/\\#{regexp}N\[(\d+)\]/i) { id = $1.to_i data[id].note[/\\MSG\[(.+?)\]MSG\//i].nil? ? data[id].note : $1.to_s.gsub (/\n/) { "" } # Remove \n } end # Item Stats text.gsub! (/\\#{regexp}([^\[]+?)\[(\d+)\]/i) { |match| data[$2.to_i].send ($1.downcase).to_s rescue match } end text.gsub! (/\\MAP\[(\d+)\]/i) { (load_data ("Data/MapInfos.rvdata"))[$1.to_i].name rescue "" } text.gsub! (/\\MAP/i) { (load_data ("Data/MapInfos.rvdata"))[$game_map.map_id].name rescue "" } text.gsub! (/\\NL\[(\d+)\]/i){ $data_system.elements[$1.to_i] rescue "" } text.gsub! (/\\NC\[(\d+)\]/i) { $data_classes[$1.to_i].name rescue "" } # Class Name text.gsub! (/\\NE\[(\d+)\]/i) { $game_map.events[$1.to_i].name rescue "" } # Event Name text.gsub! (/\\NM\[(\d+)\]/i) { $data_enemies[$1.to_i].name rescue "" } # Monster Name text.gsub! (/\\NI\[(\d+)\]/i) { $data_items[$1.to_i].name rescue "" } # Item Name text.gsub! (/\\NW\[(\d+)\]/i) { $data_weapons[$1.to_i].name rescue "" } # Weapon Name text.gsub! (/\\NA\[(\d+)\]/i) { $data_armors[$1.to_i].name rescue "" } # Armor Name text.gsub! (/\\NS\[(\d+)\]/i) { $data_skills[$1.to_i].name rescue "" } # Skill Name text.gsub! (/\\NT\[(\d+)\]/i) { $data_states[$1.to_i].name rescue "" } # State Name text.gsub! (/\\NP\[(\d+)\]/i) { $game_party.members[($1.to_i % $game_party.members.size)].name } # Party Name text.gsub! (/\\NV\[(\d+)\]/i) { $data_system.variables[$1.to_i] rescue "" } # Variable Name text.gsub! (/\\NSW\[(\d+)\]/i){ $data_system.switches[$1.to_i] rescue "" } # Switch Name text.gsub! (/\\PI\[(\d+)\]/i) { $data_items[$1.to_i].price.to_s rescue "" } # Item Price text.gsub! (/\\PW\[(\d+)\]/i) { $data_weapons[$1.to_i].price.to_s rescue "" } # Weapon Price text.gsub! (/\\PA\[(\d+)\]/i) { $data_armors[$1.to_i].price.to_s rescue "" } # Armor Price text.gsub! (/\\DI\[(\d+)\]/i) { $data_items[$1.to_i].description rescue "" } # Item Description text.gsub! (/\\DW\[(\d+)\]/i) { $data_weapons[$1.to_i].description rescue "" } # Weapon Description text.gsub! (/\\DA\[(\d+)\]/i) { $data_armors[$1.to_i].description rescue "" } # Armor Description text.gsub! (/\\DS\[(\d+)\]/i) { $data_skills[$1.to_i].description rescue "" } # Skill Description text.gsub! (/\\I#\[(\d+)\]/i) { $game_party.item_number ($data_items[$1.to_i]) } # Item Number text.gsub! (/\\W#\[(\d+)\]/i) { $game_party.item_number ($data_weapons[$1.to_i]) } # Weapon Number text.gsub! (/\\A#\[(\d+)\]/i) { $game_party.item_number ($data_armors[$1.to_i]) } # Armor Number text.gsub! (/\\S\!<(\d+),(.+?)>/i) { $game_switches[$1.to_i] ? "" : $2.to_s } text.gsub! (/\\S<(\d+),(.+?)>/i) { $game_switches[$1.to_i] ? $2.to_s : "" } text.gsub! (/\\#\{(.+?)\}#/im) { (eval ($1.to_s)).to_s rescue "" } return text.sub! (/\\RESUB/i, "") != nil ? perform_substitution (text) : text end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Perform Conversion # text : the text to convert #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def perform_conversion (text) text.gsub! (/\\C\[(\d+)\]/i) { "\x01<#{$1}>" } # Colour text.gsub! (/\\C\[#([\dABCDEF]{6,6})\]/i) { "\x01<##{$1}>"} # Colour Hex text.gsub! (/\\G/i) { "\x02" } # Gold Window text.gsub! (/\\\./) { "\x03<15>" } # Wait 15 frames text.gsub! (/\\\|/) { "\x03<60>" } # Wait 60 frames text.gsub! (/\\W\[(\d+)\]/i) { "\x03<#{$1}>" } # Wait x frames text.gsub! (/\\!/) { "\x04" } # Wait for Input text.gsub! (/\\@@/) { "\x05<0>" } # Show Fast ON text.gsub! (/\/@@/) { "\x05<1>" } # Show Fast OFF text.gsub! (/\\@/) { "\x06<0>" } # Show Line Fast ON text.gsub! (/\/@/) { "\x06<1>" } # Show Line Fast OFF text.gsub! (/\\\^/) { "\x07" } # Skip Pause text.gsub! (/\\>/) { "\x08<-1>" } # Message speed- 1 text.gsub! (/\\</) { "\x08<1>" } # Message speed + 1 text.gsub! (/\\[ss]\[(=?-?\d+)\]/i) { "\x08<#{$1}>" } # Message speed + x text.gsub! (/\\%/) { "\xb0<0>" } # Enable Skip text.gsub! (/\/%/) { "\xb0<1>" } # Disable Skip # Animation and Balloons text.gsub! (/\\ANI\[(\d+),\s*(\d+)\]/i) { "\x0b<#{$1},#{$2},0>" } # Animation text.gsub! (/\\BLN\[(\d+),\s*(\d+)\]/i) { "\x0b<#{$1},#{$2},1>" } # Balloon # Position to Character text.gsub! (/\\OC\[(\d+)\]/i) { "\x0c<#{$1},0>" } # Over Character text.gsub! (/\\LC\[(\d+)\]/i) { "\x0c<#{$1},1>" } # Left of Character text.gsub! (/\\UC\[(\d+)\]/i) { "\x0c<#{$1},2>" } # Under Character text.gsub! (/\\RC\[(\d+)\]/i) { "\x0c<#{$1},3>" } # Right of Character text.gsub! (/\\E\[(\d+)\]/i) { "\x0c<#{$1},4>" } # Under if over doesn't work text.gsub! (/\\SE\[(.+?)\]/i) { "\x1b<#{$1},SE>" } # Play Sound Effect text.gsub! (/\\ME\[(.+?)\]/i) { "\x1b<#{$1},ME>" } # Play Musical Effect # Show Icons text.gsub! (/\\IC?O?N?\[(\d+)\]/i) { "\x0d<#{$1}>" } # Show Icon X text.gsub! (/\\IIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_items[$1.to_i].icon_index}>" rescue "" } # Item Icon text.gsub! (/\\WIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_weapons[$1.to_i].icon_index}>" rescue "" } # Weapon Icon text.gsub! (/\\AIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_armors[$1.to_i].icon_index}>" rescue "" } # Armor Icon text.gsub! (/\\SIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_skills[$1.to_i].icon_index}>" rescue "" } text.gsub! (/\\TIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_states[$1.to_i].icon_index}>" rescue "" } text.gsub! (/\\[bb]/) { "\x0e<0>" } # Bold ON text.gsub! (/\/[bb]/) { "\x0e<1>" } # Bold OFF text.gsub! (/\\[ii]/) { "\x0f<0>" } # Italics ON text.gsub! (/\/[ii]/) { "\x0f<1>" } # Italics OFF text.gsub! (/\\[ss]/) { "\x10<0>" } # Shadow ON text.gsub! (/\/[ss]/) { "\x10<1>" } # Shadow OFF text.gsub! (/\\[uu]/) { "\x11<0>" } # Underline ON text.gsub! (/\/[uu]/) { "\x11<1>" } # Underline OFF text.gsub! (/\\HL\[(-?\d+)\]/i) { "\x12<#{$1}>" } # Higlight X text.gsub! (/\/HL/i) { "\x12<-1>" } # Highlight OFF text.gsub! (/\\FN\[(.+?)\]/i) { "\x13<#{$1}>" } # Font Name text.gsub! (/\\FS\[(\d+)\]/i) { "\x14<#{$1}>" } # Font Size text.gsub! (/\\FA\[(\d+)\]/i) { "\x15<#{$1}>" } # Font Alpha text.gsub! (/\\LB/i) { "\x16" } # Force Line Break text.gsub! (/\\AF\[(\d+)\]/i) { "\x17<#{$1.to_s}>" } # Use Actor Face text.gsub! (/\\LEFT/i) { "\x18<0>" } # Align Left text.gsub! (/\\L/i) { "\x18<0>" } # Align Left text.gsub! (/\\CENTRE/i) { "\x18<1>" } # Align Centre text.gsub! (/\\CE?NTE?R/i) { "\x18<1>" } # Align Centre text.gsub! (/\\C/i) { "\x18<1>" } # Align Centre text.gsub! (/\\RI?GHT/i) { "\x18<2>" } # Align Right text.gsub! (/\\R/i) { "\x18<2>" } # Align Right text.gsub! (/\\PB/i) { "\x1d" } # Force Page Break text.gsub! (/(\x1d\s*)\x00/i) { $1.to_s } # If force page, remove x00 code text.gsub! (/\\T/i) { "\x09" } # Tab text.gsub! (/\\X\[(\d+)\]/i) { "\xb1<#{$1}>" } # Content X # Position Direct Setting text.gsub! (/\\[PM]XY\[(-?\d+),\s*(-?\d+)\]/im) { "\x1f<0,#{$1.to_s},#{$2.to_s}>" } # Face Direct Setting text.gsub! (/\\FXY\[(-?\d+),\s*(-?\d+)\]/im) { "\x1f<1,#{$1.to_s},#{$2.to_s}>" } # Name Direct Setting text.gsub! (/\\NXY\[(-?\d+),\s*(-?\d+)\]/im) { "\x1f<2,#{$1.to_s},#{$2.to_s}>" } text.gsub! (/\\#\!\{(.+?)\}#/im) { "\x7f{#{$1}#}" } text.gsub! (/\\NB\[(.*?)\]/im) { "\x19{#{$1}}" } # Name Window text.gsub! (/\/NB/i) { "\x19{}"} text.gsub! (/\\NAME\[(.*?)\]/im) { "\x19{#{$1}}" } # Name Window text.gsub! (/\\WB\[(.*?)\]/im) { "\x1a{#{$1}}" } # Word Box text.gsub! (/\/WB/i) { "\x1a{}" } return text end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Play SE #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def play_se (se) # Avoid FileErrors begin se.play rescue end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Choice Texts #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def choice_text= (string) if string.is_a? (String) @choice_text = convert_special_characters (string) @choice_text += "%s" if @choice_text[/%s/] == nil else @choice_text = "%s" end end def choicebox_text= (string) if string.is_a? (String) @choicebox_text = convert_special_characters (string) @choicebox_text += "%s" if @choicebox_text[/%s/] == nil else @choicebox_text = "%s" end end def disabled_choice_text= (string) @disabled_choice_text = string.is_a? (String) ? convert_special_characters (string) : "%s" end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Random Pitch #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def random_pitch= (val) @random_pitch = val.is_a? (Integer) ? self.letter_se.pitch..val : val end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Overwrite SE methods * Thanks Zeriab #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ for method in ["letter", "terminate", "pause", "start", "finish"] # Run the script eval("def #{method}_se= (*args); @#{method}_se = $game_ats.set_sound_effect (*args); end") end end #============================================================================== # ** Game_Event #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # new method - name #============================================================================== class Game_Event #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Name #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def name return @event.name end end #============================================================================== # ** Game_Player #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # aliased methods - movable?; move_by_input #============================================================================== class Game_Player #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Move By Input #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mabr_adtxs3_inpmv_6yw2 move_by_input def move_by_input (*args) $game_message.override_run = $game_message.move_when_visible mabr_adtxs3_inpmv_6yw2 (*args) # Run Original Method $game_message.override_run = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Check if Player can Move #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malg_advtxt3_movble_5sa2 movable? def movable? (*args) true_visible = $game_message.visible $game_message.visible = false if $game_message.move_when_visible check = malg_advtxt3_movble_5sa2 (*args) # Run Original Method $game_message.visible = true_visible return check end end #============================================================================== # ** Game_Interpreter #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # overwritten methods - command_403; setup_choices; setup_num_input # aliased methods - command_101; command_102; running? # new methods - interpret_choices; choice_plus; choice_switch; choice_help; # ats_next; ats_all #============================================================================== class Game_Interpreter #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Show Message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modalg_ats_apnd_txt_show_94b command_101 def command_101 (*args) value = modalg_ats_apnd_txt_show_94b (*args) if $game_message.append_text && @list[@index].code == 101 && @list[@index].parameters == @params $game_message.appending_text = true value = command_101 (*args) $game_message.appending_text = false end return value end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Show Choices #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malgr_ats3_shwchc_4ac2 command_102 def command_102 (*args) if @list[@index].indent > 1000 @list[@index - 1].indent -= 1000 @list[@index].indent -= 1000 return command_skip else return malgr_ats3_shwchc_4ac2 (*args) # Run Original Method end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * When [Cancel] #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def command_403 if @branch[@indent] == 999 # If canceling choice @branch.delete(@indent) # Erase branching data return true # Continue else # If doesn't match condition return command_skip # Command skip end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Setup Choices #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def setup_choices (params) params = interpret_choices (Marshal.load (Marshal.dump (params))) $game_message.choice_start = $game_message.texts.size $game_message.choice_max = params[0].size for s in params[0] $game_message.choices.push(s) end $game_message.texts.push ("\x1c") if $game_message.texts.empty? $game_message.choice_cancel_type = params[1] $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n } @index += 1 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Number Input Setup #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def setup_num_input(params) if $game_message.texts.size < $game_message.max_lines || $game_message.scrolling $game_message.num_input_variable_id = params[0] $game_message.num_input_digits_max = params[1] @index += 1 end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Interpret Choices # params : the parameters of the initial 102 command. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def interpret_choices (params) # Collect all next choices as well. ind = @index + 1 choice_id = 0 params[1] = 1000 if params[1] == 5 choice_text = $game_message.choice_window ? $game_message.choicebox_text : $game_message.choice_text loop do # Advance to next choice code while (@list[ind].indent % 1000) > @indent ind += 1 # Advance index end case @list[ind].code when 402 choice_s = @list[ind].parameters[1].dup ind += 1 # Choice+ processing. choice_s, ind = choice_plus (choice_s, ind) # SOFF and SON processing choice_s, delete, disable = choice_switch (choice_s) choice_s, help = choice_help (choice_s) if delete || choice_s.empty? @list[ind - 1].parameters[0] = -1 params[0].delete_at (choice_id) else $game_message.help_choices[choice_id] = help choice_s = sprintf (choice_text, choice_s) if disable choice_s = sprintf ($game_message.disabled_choice_text, choice_s) $game_message.disabled_choices.push (choice_id) end # Choice Skip? choice_s.gsub! (/\x1e/i) { $game_message.skip_choices.push (choice_id); "" } @list[ind - 1].parameters[0] = choice_id params[0][choice_id] = choice_s choice_id += 1 end when 403 ind += 1 when 404 if !$game_message.append_choice || @list[ind + 1].code != 102 @index = ind if $game_message.skip_choices.size == params.size $game_message.help_choices.clear if $game_message.help_choices.uniq.size == 1 && $game_message.help_choices[0].empty? break end p2 = @list[ind + 1].parameters.dup @list[ind].indent += 1000 if @list[ind].indent < 1000 @list[ind + 1].indent += 1000 if @list[ind + 1].indent < 1000 params[1] = p2[1] == 5 ? 1000 : p2[1] == 0 ? params[1] : params[0].size + p2[1] params[0].push (*p2[0]) ind += 2 else break end end return params end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Running? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modral_atsys3_runn_5tg3 running? def running? (*args) return false if $game_message.override_run return modral_atsys3_runn_5tg3 (*args) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Choice + Processing #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def choice_plus (choice_s, ind) # Choice + Processing if @list[ind].code == 108 # Comment string = @list[ind].parameters[0].dup ind2 = ind + 1 while @list[ind2].code == 408 string += @list[ind2].parameters[0] ind2 += 1 end string.gsub (/\\\+{(.+?)}/im) { choice_s += $1.to_s; "" } choice_s.gsub! (/\n/) { "" } # Remove \n end return choice_s, ind end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Choice Switch # s : the choice string #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def choice_switch (s) del = false dis = false s.gsub! (/\\SOFF\[(\d+)\]/i) { del = true if $game_switches[$1.to_i]; "" } s.gsub! (/\\SON\[(\d+)\]/i) { del = true if !$game_switches[$1.to_i]; "" } if !del s.gsub! (/\\D\[(\d+)\]/i) { dis = true if !$game_switches[$1.to_i]; "" } s.gsub! (/\\D!\[(\d+)\]/i) { dis = true if $game_switches[$1.to_i]; "" } s.gsub! (/\\SKIP/i) { "\x1e" } s.gsub! (/\\PB/i) { "" } # Delete any page breaks. $game_message.convert_special_characters (s) s.gsub! (/\x16/) { "\x00" } # Force Line Break end return s, del, dis end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Choice Help #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def choice_help (choice_s) help_text = "" choice_s.gsub! (/\x1a{(.+?)}/im) { help_text += $1.to_s; "" } return choice_s, help_text end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Change ATS parameter for next message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def ats_next (parameter, *args) $game_message.send ("#{parameter}=".to_sym, *args) unless args.empty? return $game_message.send (parameter) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Change ATS #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def ats_all (parameter, *args) $game_ats.send ("#{parameter}=".to_sym, *args) unless args.empty? $game_message.send ("#{parameter}=".to_sym, *args) unless args.empty? return $game_message.send (parameter) end end #============================================================================== # ** P_Formatter_ATS #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # A special formatter class designed to accomodate ATS message codes #============================================================================== class P_Formatter_ATS #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Public Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ attr_accessor :bitmap attr_reader :force_break #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize (font = nil) @bitmap = Bitmap.new (1, 1) @bitmap.font = font if font @curly_args_codes = ["\x19", "\x1a", "\x7f"] @args_codes = ["\x01", "\x03", "\x05", "\x06", "\x08", "\x0b", "\x0c", "\x0d", "\x0e", "\x0f", "\x10", "\x11", "\x12", "\x13", "\x14", "\x15", "\x17", "\x18", "\x1b", "\x1f", "\xb0", "\xb1"] @no_args_codes = ["\x00", "\x02", "\x04", "\x07", "\x09", "\x16", "\x1c", "\x1d", "\x1e"] @force_break = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Dispose Bitmap #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def dispose @bitmap.dispose unless @bitmap.nil? || @bitmap.disposed? end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Format By Line #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def format_by_line (string, width) @string = string @max_width = width @justify = $game_message.justified_text return 0, 0, @justify if string.empty? @line_width = 0 @word_length = 0 @w_draw_count = 0 @l_draw_count = 0 @curly_argument = 0 @code_argument = 0 # Set up @line_space = 0 @last_word = 0 @break_loop = false @last_space_counted = false @force_break = false i = 0 while !@break_loop if i >= @string.size if @l_draw_count != 0 @l_draw_count += 1 @line_width += @bitmap.text_size (" ").width end @l_draw_count += @w_draw_count @line_width += @word_length next_line (i) else format_character (i) i += 1 end end return @line_space, @l_draw_count, @justify end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Format Character # i : index of character to format, or the character #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def format_character (i) character = @string[i, 1] if @curly_argument > 0 @curly_argument -= 1 if character == "}" elsif @code_argument > 0 @code_argument -= 1 if character == ">" elsif @curly_args_codes.include? (character) extract_curly_args_code (character, i) elsif @args_codes.include? (character) extract_args_code (character, i) elsif @no_args_codes.include? (character) extract_no_args_code (character, i) elsif character == " " next_word (i) return if @break_loop @line_width += @bitmap.text_size (" ").width @l_draw_count += 1 @last_space_counted = true else # Regular Character @word_length += @bitmap.text_size(character).width @w_draw_count += 1 if i == @string.size - 1 && @line_width + @word_length > @max_width next_line (@last_word) end end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Next Word #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def next_word (i) if @line_width + @word_length > @max_width if @line_width == 0 @last_word = i @line_width = @word_length @l_draw_count = @w_draw_count @word_length = 0 @w_draw_count = 0 end next_line (@last_word) end @last_word = i @line_width += @word_length @l_draw_count += @w_draw_count @word_length = 0 @w_draw_count = 0 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Proceed to Next Line # last_word : the index of the beginning of the previous word #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def next_line (last_word) @justify = false if last_word == @string.size @string[last_word, 1] = "\x00" if @last_space_counted @line_width -= @bitmap.text_size (" ").width @l_draw_count -= 1 end # Calculates the blank space left to cover in the line line_blank = @max_width - @line_width @line_space = ( line_blank.to_f / [(@l_draw_count.to_f - 1.0), 1.0].max ) @break_loop = true end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Extract Curly Argument Code # code : the code to extract #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def extract_curly_args_code (code, index) @curly_argument += 1 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Extract Argument Code # code : the code to extract #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def extract_args_code (code, index) case code when "\x0d" # Icon @w_draw_count += 1 @word_length += 24 when "\x0e" # Bold @bitmap.font.bold = (@string[index + 2, 1].to_i == 0) when "\x0f" # Italic @bitmap.font.italic = (@string[index + 2, 1].to_i == 0) when "\x10" # Shadow @bitmap.font.shadow = (@string[index + 2, 1].to_i == 0) when "\x13" # Font Name bmp = @bitmap bmp.font.name = bmp.font.name.to_ary if !bmp.font.name.is_a? (Array) @string[index, @string.size - index][/<(.*?)>/] bmp.font.name = ([$1.to_s] + bmp.font.name).uniq when "\x14" # Font Size @string[index, @string.size - index][/<(\d*)>/] @bitmap.font.size = $1.to_i when "\xb1" # Set Contents_X @string[index, @string.size - index][/<(\d*)>/] @word_length = $1.to_i end @code_argument += 1 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Extract No Argument Code # code : the code to extract #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def extract_no_args_code (code, index) if ["\x00", "\x1d"].include? (code) # New line or New Page if @line_width + @word_length > @max_width next_line (@last_word) else @line_width += @word_length @l_draw_count += @w_draw_count line_blank = @max_width - @line_width @line_space = ( line_blank.to_f / [(@l_draw_count.to_f - 1.0), 1.0].max ) @break_loop = true @justify = false @force_break = true end elsif code == "\x09" # Tab next_word (index) @line_width = $game_message.justified_text ? @line_width + 32 :((@line_width / 32) + 1)*32 end end end #============================================================================== # ** Sprite MessageFace #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This sprite displays face graphics #============================================================================== class Sprite_MessageFace < Sprite_Base #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize (face_file, face_index, viewport = nil) super (viewport) wdth, hght = $game_message.face_width, $game_message.face_height face = Cache.face (face_file) if face_file[/^\$/] != nil # SINGLE wdth = face.width if wdth <= 0 wdth = [face.width, wdth].min hght = face.height if hght <= 0 hght = [face.height, hght].min rect = Rect.new((face.width-wdth) / 2, (face.height-hght) / 2, wdth, hght) else # Resize if face smaller than allotted size wdth = face.width / 4 if wdth <= 0 wdth = [face.width / 4, wdth].min hght = face.height / 2 if hght <= 0 hght = [face.height / 2, hght].min rect = Rect.new(0, 0, wdth, hght) rect.x = (face_index % 4) * wdth + ((face.width / 4) - wdth) / 2 rect.y = (face_index / 4) * hght + ((face.height / 2) - hght) / 2 end self.bitmap = Bitmap.new (rect.width, rect.height) self.bitmap.blt(0, 0, face, rect) self.mirror = $game_message.face_mirror self.blend_type = $game_message.face_blend_type self.visible = false self.opacity = $game_message.face_fadein ? 0 : $game_message.face_opacity $game_message.face_width, $game_message.face_height = rect.width, rect.height end end #============================================================================== # ** Sprite SpeechTag #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This sprite displays the tag when speaking #============================================================================== class Sprite_SpeechTag < Sprite #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Public Instance Variable #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ attr_reader :speech_tag_index #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize (viewport = nil, *args) @border_sprite = Sprite.new (viewport) super (viewport, *args) @border_sprite.z = self.z + 1 @bitmaps = [] reset_graphic self.visible = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Dispose #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def dispose (*args) if self.bitmap self.bitmap.dispose @border_sprite.bitmap.dispose end @border_sprite.dispose super (*args) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Reset Graphic #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def reset_graphic (index = $game_message.speech_tag_index) return if @speech_tag_index == index @speech_tag_index = index return if index < 0 begin bitmap = Cache.system ($game_message.speech_tag_graphics[index]) rescue return end @bitmaps.each { |bmp| bmp.dispose unless bmp.disposed? } @bitmaps.clear dummy_bmp = Bitmap.new (bitmap.width / 2, bitmap.height / 2) src_rect = Rect.new (0, 0, bitmap.width / 2, bitmap.height / 2) for i in 0...4 new_bmp = dummy_bmp.dup src_rect.x, src_rect.y = (i % 2)*new_bmp.width, (i / 2)*new_bmp.height new_bmp.blt (0, 0, bitmap, src_rect) @bitmaps.push (new_bmp) end dummy_bmp.dispose self.bitmap = @bitmaps[0] @border_sprite.bitmap = @bitmaps[1] self.back_opacity = $game_message.message_backopacity self.opacity = $game_message.message_opacity end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Direction # dir : 0 => Down; 2 => Up #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_direction (dir) self.bitmap = @bitmaps[dir] @border_sprite.bitmap = @bitmaps[dir + 1] end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Back Opacity #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias back_opacity= opacity= unless self.method_defined? (:back_opacity=) def opacity= (value) self.back_opacity = (self.opacity*(value.to_f / 255.0)).to_i @border_sprite.opacity = value end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Visible #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def visible= (boolean) super (boolean) @border_sprite.visible = boolean end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * X=, Y=, Z=, Angle #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ for attr in ["x", "y", "z", "angle"] ATS_ATTR = <<_END_ def #{attr}= (*args) old_val = self.#{attr} super (*args) diff = self.#{attr} - old_val @border_sprite.#{attr} += diff end _END_ eval (ATS_ATTR) end end #============================================================================== # *** Window_MessageBase #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This module holds methods shared by all ATS windows #============================================================================== module Window_MessageBase #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Message Draw Icon # allows for different opacities #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def message_draw_icon (icon_index, x, y, o = $game_message.message_fontalpha) bitmap = Cache.system("Iconset") rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) self.contents.blt(x, y, bitmap, rect, o) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Text Color # n : either a windowskin palette or the array #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def text_color (n) if n.is_a? (Array) return Color.new (*n) else return super (n) end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Alignment # align : The alignment ( 1 => Centre, 2 => Right ) #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_alignment (align = 1) # Get rest of line formatter = P_Formatter_ATS.new (self.contents.font.dup) ls, lc, j = formatter.format_by_line (@text.dup, @contents_width - @contents_x) formatter.dispose es = ls * (lc - 1) @contents_x += (es / 2)*align end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Message Character # c : the character to be drawn #`````````````````````````````````````````````````````````````````````````` # This method utilizes the codes shared between the MessageBox, WordBox, # and ChoiceBox #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_message_character (c, bmp = self.contents) @text = "" if @text.nil? case c when "\x01" # \C[n] (text character color change) @text.sub! (/<(#?)(.+?)>/i, "") if $1 == "" bmp.font.color = text_color($2.to_i) if $game_message.message_fontalpha != 255 bmp.font.color.alpha = $game_message.message_fontalpha end else a = $2.to_s.scan (/../) bmp.font.color = text_color ([a[0].to_i (16), a[1].to_i (16), a[2].to_i (16), $game_message.message_fontalpha]) end when "\x09" # Tab x = @line_x + (((@contents_x - @line_x).to_i / 32) + 1)*32 highlight_underline (x - @contents_x) @contents_x = x when "\xb1" # Set Contents X @text.sub! (/<(\d*)>/, "") @contents_x = $1.to_i return false if self.is_a? (Window_Message) when "\x0d" # Icon @text.sub!(/<(\d*)>/, "") highlight_underline (24) message_draw_icon ($1.to_i, @contents_x, @contents_y) @contents_x += 24 @contents_x += @ls if self.is_a? (Window_Message) when "\x0e" # Bold @text.sub!(/<([01])>/, "") bmp.font.bold = (Game_ATS::ATS_2 && $1.to_i == 0) ? !bmp.font.bold : $1.to_i == 0 when "\x0f" # Italics @text.sub!(/<([01])>/, "") bmp.font.italic = (Game_ATS::ATS_2 && $1.to_i == 0) ? !bmp.font.italic : $1.to_i == 0 when "\x10" # Shadow @text.sub!(/<([01])>/, "") bmp.font.shadow = (Game_ATS::ATS_2 && $1.to_i == 0) ? !bmp.font.shadow : $1.to_i == 0 when "\x11" # Underline @text.sub!(/<([01])>/, "") @underline = (Game_ATS::ATS_2 && $1.to_i == 0) ? !@underline : $1.to_i == 0 when "\x12" # Highlight @text.sub! (/<(-?\d+)>/, "") @highlight = $1.to_i when "\x13" # Font Name bmp.font.name = bmp.font.name.to_ary if !bmp.font.name.is_a? (Array) @text.sub!(/<(.*?)>/, "") bmp.font.name = ([$1.to_s] + bmp.font.name).uniq when "\x14" # Font Size @text.sub!(/<(\d*)>/, "") bmp.font.size = $1.to_i when "\x15" # Font Alpha @text.sub! (/<(\d*)>/, "") $game_message.message_fontalpha = $1.to_i bmp.font.color.alpha = $game_message.message_fontalpha when "\x18" # Alignment @text.sub! (/<([012])>/, "") return true if @align == $1.to_i @align = $1.to_i set_alignment (@align) else return false end return true end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Regular Character #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_regular_character (c, bmp = self.contents) c_width = bmp.text_size©.width c_width += @ls if !@ls.nil? highlight_underline (c_width) bmp.draw_text(@contents_x, @contents_y, c_width + 4, @wlh, c) @contents_x += c_width end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Highlight and Underline section #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def highlight_underline (c_width) # Highlight if @highlight >=0 hl_rect = Rect.new (@contents_x, @contents_y + 1, c_width, @wlh - 2) colour = text_color (@highlight) colour.alpha = 128 if colour.alpha > 128 contents.fill_rect (hl_rect, colour) end # Underline if @underline y = @contents_y + contents.font.size + (@wlh - contents.font.size) / 2 contents.fill_rect (@contents_x, y, c_width, 2, contents.font.color) end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Create Background Sprite #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def create_back_sprite (dim, use_dim) @back_sprite.viewport = self.viewport bmp = Cache.system(dim) @back_sprite.bitmap = Bitmap.new (self.width, self.height) @back_sprite.bitmap.stretch_blt (@back_sprite.bitmap.rect, bmp, bmp.rect) if use_dim.is_a? (Integer) @back_sprite.visible = use_dim == 0 ? false : use_dim == 1 ? true : $game_message.background == 1 else @back_sprite.visible = use_dim end @back_sprite.x = self.x @back_sprite.y = self.y @back_sprite.z = self.z - 10 self.opacity = 0 if @back_sprite.visible end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * X, Y, Z #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ for attr in ["x", "y", "z"] ATS_NAMATTR = <<__END__ def #{attr}= (*args) old_val = self.#{attr} super (*args) diff = self.#{attr} - old_val @back_sprite.#{attr} += diff end __END__ eval (ATS_NAMATTR) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Get Top Row #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def top_row return super if !@wlh return self.oy / @wlh end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Top Row # row : row shown on top #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def top_row=(row) if !@wlh super (row) else row = 0 if row < 0 self.oy = row * @wlh end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Get Number of Rows Displayable on 1 Page #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def page_row_max return super if !@wlh return (self.height - 32) / @wlh end end #============================================================================== # ** Window_WordBox #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This window will show a single line of text #============================================================================== class Window_WordBox < Window_Base include Window_MessageBase #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize (viewport, word, x = 0, y = 0, width = -1, height = 56, name = false) @back_sprite = Sprite.new (viewport) @text = $game_message.convert_special_characters (word) @wlh = name ? $game_message.name_wlh : $game_message.word_wlh @wlh = $game_message.wlh if @wlh < 0 height = 32 + (((word.scan (/\x00/).size) + 1)*@wlh) if height == -1 @underline = false @highlight = -1 # Get Text Size dummy_formatter = P_Formatter_ATS.new lines = (@text + "\x00").scan (/.+?\x00/) tw = 32 for line in lines ls, lc, j = dummy_formatter.format_by_line (line, 5000) tw1 = 5000 - (ls * (lc - 1)) tw = tw1 if tw1 > tw end dummy_formatter.dispose if width < 0 width = [(name ? tw + ($game_message.name_border_size*2) + 4 : tw + 36), 33].max end super (x, y, width, height) self.viewport = viewport self.openness = 0 self.z = 300 set_stats @contents_x, @line_x = 0, 0 @contents_y = 0 @contents_width = contents.width @align = 0 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Stats #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_stats self.windowskin = Cache.system ($game_message.word_windowskin) self.opacity = $game_message.word_opacity self.back_opacity = $game_message.word_backopacity create_back_sprite ($game_message.word_dim, $game_message.word_use_dim) self.contents.font.name = $game_message.word_fontname self.contents.font.size = $game_message.word_fontsize self.contents.font.color = text_color ($game_message.word_fontcolour) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Dispose #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def dispose (*args) @back_sprite.bitmap.dispose @back_sprite.dispose super (*args) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Word #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_word (text = @text, bmp = self.contents) @text = text.dup loop do c = @text.slice!(/./m) # Get next text character # Stop when text finished break if c.nil? if !draw_message_character (c, bmp) if c == "\x00" @contents_y += @wlh @contents_x, @line_x = 0, 0 set_alignment (@align) else draw_regular_character (c, bmp) end end end end end #============================================================================== # ** Window_NameBox #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This window shows the name #============================================================================== class Window_NameBox < Window_WordBox #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize (name, viewport = nil) @word_sprite = Sprite_Base.new (viewport) wlh = $game_message.name_wlh > 0 ? $game_message.name_wlh : $game_message.wlh rows = (name.scan (/\x00/).size) + 1 hght = [($game_message.name_border_size*2) + rows*wlh, 33].max super (viewport, name, 0, 0, -1, hght, true) self.viewport = viewport @word_sprite.x, @word_sprite.y = $game_message.name_border_size, $game_message.name_border_size @word_sprite.bitmap = Bitmap.new (self.width - (2*$game_message.name_border_size), self.height - (2*$game_message.name_border_size)) @word_sprite.bitmap.font.name = $game_message.name_fontname @word_sprite.bitmap.font.size = $game_message.name_fontsize @word_sprite.bitmap.font.color = text_color ($game_message.name_fontcolour) @contents_x, @line_x = 2, 2 draw_word (name, @word_sprite.bitmap) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Stats #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_stats self.opacity = $game_message.name_opacity self.back_opacity = $game_message.name_backopacity create_back_sprite ($game_message.name_dim, $game_message.name_use_dim) self.windowskin = Cache.system ($game_message.name_windowskin) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Dispose #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def dispose (*args) super (*args) @word_sprite.bitmap.dispose @word_sprite.dispose end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * X, Y, Z #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ for attr in ["x", "y", "z"] ATS_NAMATTR = <<__END__ def #{attr}= (*args) old_val = self.#{attr} super (*args) diff = self.#{attr} - old_val @word_sprite.#{attr} += diff end __END__ eval (ATS_NAMATTR) end end #============================================================================== # ** Window_FaceBox #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This window processes faces #============================================================================== class Window_FaceBox < Window_Base include Window_MessageBase #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Public Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ attr_reader :busy attr_reader :face_sprites attr_accessor :scroll_x attr_accessor :scroll_y attr_accessor :scroll_x_speed attr_accessor :scroll_y_speed #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize (viewport) @back_sprite = Sprite.new (viewport) @face_sprites = [] @animate_face_count = 0 @fade_count = 0 @active_face = 0 @busy = false @scroll_x = 0 @scroll_y = 0 @scroll_x_speed = 8 @scroll_y_speed = 8 super (0, 0, 128, 128) self.viewport = viewport self.visible = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Remake Window #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def remake_window (width = $game_message.face_width, height = $game_message.face_height) self.width = [width + 2*$game_message.face_border_size, 33].max self.height = [height + 2*$game_message.face_border_size, 33].max create_contents self.windowskin = Cache.system ($game_message.face_windowskin) if $game_message.face_fadein self.back_opacity = 0 @fade_count = $game_message.face_opacity else self.back_opacity = $game_message.face_opacity end create_back_sprite ($game_message.face_dim, $game_message.face_use_dim) self.visible = $game_message.face_window end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Dispose #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def dispose (*args) super (*args) clear end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Clear #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def clear @face_sprites.each { |face| face.dispose } # Dispose all faces @face_sprites.clear return if self.disposed? self.visible = false @busy = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Update #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update if !@face_sprites.empty? && @face_sprites[@active_face].visible # Update Fade In if @fade_count > 0 speed = [$game_message.face_fade_speed, @fade_count].min @fade_count -= speed self.back_opacity += speed @face_sprites.each { |sprite| sprite.opacity += speed } end # Update Horizontal Scroll if @scroll_x != 0 speed = @scroll_x > 0 ? [@scroll_x_speed, @scroll_x].min : [-1*@scroll_x_speed, @scroll_x].max self.x += speed @scroll_x -= speed end # Update Verticaltal Scroll if @scroll_y != 0 speed = @scroll_y > 0 ? [@scroll_y_speed, @scroll_y].min : [-1*@scroll_y_speed, @scroll_y].max self.y += speed @scroll_y -= speed end end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Animate Face #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def animate_face if @face_sprites.size > 1 @face_sprites[@active_face].visible = false @animate_face_count = (@animate_face_count + 1) % $game_message.letters_per_face @active_face = (@active_face + 1) % @face_sprites.size if @animate_face_count == 0 @face_sprites[@active_face].visible = true end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Pause Animation #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def pause return if @face_sprites.size < 2 @face_sprites[@active_face].visible = false @active_face = 0 @face_sprites[0].visible = true end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Face #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_face (face_file, index = 0) clear name = face_file.dup loop do # Make face and store in @face_sprites unless invalied face = Sprite_MessageFace.new (name, index, self.viewport) rescue break @face_sprites.push (face) break unless $game_message.animate_faces # If face_file has a number appended, add all of it's animations if name[/\_(\d+)$/i] != nil name.sub! (/(\d+)$/) { ($1.to_i + 1).to_s } elsif name[/^\!\[(\d+)\]./] != nil # If name has exclamation code # Take all animations from the same face file index += 1 break if index == $1.to_i else break end end @active_face = 0 @face_sprites[@active_face].visible = true if @face_sprites[@active_face] @busy = true remake_window end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Goal X; Goal Y : accomodate for scrolling #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def goal_x return self.x + @scroll_x end def goal_y return self.y + @scroll_y end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * X=; Y=; Z= #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def x= (value) super (value) @face_sprites.each { |sprite| sprite.x = self.x + $game_message.face_border_size} end def y= (value) super (value) @face_sprites.each { |sprite| sprite.y = self.y + $game_message.face_border_size} end def z= (value) super (value) @face_sprites.each { |sprite| sprite.z = self.z } end end #============================================================================== # ** Window_ChoiceBox #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This makes a separate window for handling choices, if desired. #============================================================================== class Window_ChoiceBox < Window_Selectable include Window_MessageBase #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize (viewport = nil) font = Font.new ($game_message.choice_fontname, $game_message.choice_fontsize) @wlh = $game_message.choice_wlh > 0 ? $game_message.choice_wlh : $game_message.wlh width, height, line_num = prepare_choices (font.dup) @back_sprite = Sprite.new (viewport) super (0, 0, width, height) if line_num*@wlh > (height - 32) self.contents.dispose self.contents = Bitmap.new (width - 32, line_num*@wlh) end self.viewport = viewport self.windowskin = Cache.system ($game_message.choice_windowskin) self.opacity = $game_message.choice_opacity self.back_opacity = $game_message.choice_backopacity self.openness = 0 self.contents.font = font self.contents.font.color = text_color ($game_message.choice_fontcolour) create_back_sprite ($game_message.choice_dim, $game_message.choice_use_dim) @spacing = $game_message.choice_spacing @column_max = $game_message.column_max @item_max = $game_message.choices.size @underline = false @highlight = -1 @last_index = -1 refresh end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Prepare Choices #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def prepare_choices (font) max_width = ($game_message.choice_width > 32 ? $game_message.choice_width : Graphics.width) - 32 max_width = (max_width - ($game_message.choice_spacing*($game_message.column_max - 1))) / $game_message.column_max longest_line = 1 line_num = 0 formatter = P_Formatter_ATS.new (font) @group_sizes = [] @choices = [] group_size = 1 $game_message.choices.each_index { |i| lines = [] line_sizes = [] if i % $game_message.column_max == 0 if i != 0 line_num += group_size @group_sizes.push (group_size) end group_size = 1 end string = $game_message.choices.dup while !string.empty? ls, lc, j = formatter.format_by_line (string, max_width) length = max_width - (ls*(lc - 1)) string.sub! (/(.*?)\x00/) { "" } lines.push ($1.to_s) line_sizes.push (length) longest_line = [length, longest_line].max end group_size = [group_size, lines.size].max @choices.push ([lines, line_sizes]) } line_num += group_size @group_sizes.push (group_size) if $game_message.choice_width > 32 width = $game_message.choice_width @line_size = max_width else width = 36 + ((longest_line + $game_message.choice_spacing)*$game_message.column_max) - $game_message.choice_spacing @line_size = longest_line end height = $game_message.choice_height > 32 ? $game_message.choice_height : 32 + (@wlh*[line_num, $game_message.row_max].min) return width, height, line_num end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Refresh #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def refresh @choices.each_index { |i| @align = 0 rect = item_rect (i) start_x = rect.x @contents_y = rect.y for j in 0...@choices[0].size @text = @choices[0][j].dup length = @choices[1][j] @contents_x, @line_x = start_x, start_x @contents_width = start_x + @line_size set_alignment (@align) while !@text.empty? c = @text.slice! (/./m) draw_regular_character © if !draw_message_character © end @contents_y += @wlh end } end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Item Rect #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def item_rect(index) rect = super (index) rect.y = 0 for j in 0...(index / $game_message.column_max) rect.y += @group_sizes[j] end rect.y *= @wlh rect.height = @group_sizes[index / $game_message.column_max]*@wlh return rect end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Update Cursor #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update_cursor if @index < 0 # If the cursor position is less than 0 self.cursor_rect.empty # Empty cursor else # If the cursor position is 0 or more @help_window.set_text (@index) if @help_window return if @index == @last_index if $game_message.skip_choices.include? (@index) mod = @index - @last_index @index = (@index + mod) % $game_message.choice_max return end rect = item_rect(@index) # Get rectangle of selected item row = rect.y / @wlh # Get current row # Scroll up if before the currently displayed self.top_row = row if row < top_row # Scroll down if after the currently displayed row += (rect.height / @wlh) - 1 self.bottom_row = row if row > bottom_row rect.y -= self.oy # Match rectangle to scroll position self.cursor_rect = rect # Refresh cursor rectangle @last_index = @index end end end #============================================================================== # ** Window ChoiceHelp #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # This window shows help text when hovering over choices #============================================================================== class Window_ChoiceHelp < Window_Base include Window_MessageBase #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def initialize (choice_helps) @back_sprite = Sprite.new @choice_helps = [] @underline = false @highlight = -1 font = Font.new ($game_message.choicehelp_fontname, $game_message.choicehelp_fontsize) p_formatter = P_Formatter_ATS.new (font) longest_line = 1 x, y = $game_message.choicehelp_x, $game_message.choicehelp_y width, height = $game_message.choicehelp_width, $game_message.choicehelp_height @wlh = $game_message.choicehelp_wlh < 0 ? $game_message.wlh : $game_message.choicehelp_wlh wdth = width > 0 ? width - 32 : 5000 tallest = 1 choice_helps.each { |string| s_d = $game_message.convert_special_characters (string.dup) s_d.gsub! (/\x16/) { "\x00" } lines = [] line_lengths = [] while !s_d.empty? ls, lc, j = p_formatter.format_by_line (s_d, wdth) line_lengths.push (wdth - (ls * (lc - 1))) lines.push (s_d.slice! (/.*?\x00/)) end tallest = [tallest, lines.size].max @choice_helps.push ([lines, line_lengths]) } p_formatter.dispose width = line_lengths.max + 32 if width < 0 x = x >= 0 ? x : [(Graphics.width - width) / 2, 0].max y = $game_message.choicehelp_y < 0 ? 0 : $game_message.choicehelp_y width = [33, [width, Graphics.width - x].min].max height = height < 0 ? 32 + (tallest*@wlh) : [height, 33].max super (x, y, width, height) @contents_width = contents.width self.windowskin = Cache.system ($game_message.choicehelp_windowskin) self.opacity = $game_message.choicehelp_opacity self.back_opacity = $game_message.choicehelp_backopacity self.openness = 0 create_back_sprite ($game_message.choicehelp_dim, $game_message.choicehelp_use_dim) self.contents.font = Font.new ($game_message.choicehelp_fontname, $game_message.choicehelp_fontsize) self.contents.font.color = text_color ($game_message.choicehelp_fontcolour) @index = -1 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Text # index : the index of the choice being highlighted #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_text (index) if index != @index return if self.disposed? contents.clear @index = index lines = @choice_helps[index][0] lengths = @choice_helps[index][1] @contents_y = $game_message.choicehelp_center ? (contents.height - (lines.size*@wlh)) / 2 : 0 @align = 0 lines.each_index { |i| @text = lines.dup @contents_x, @line_x = 0, 0 set_alignment (@align) while !@text.empty? # Stop when text finished c = @text.slice!(/./m) # Get next text character draw_regular_character © if !draw_message_character © end @contents_y += @wlh } end end end #============================================================================== # ** Window_Gold #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # Make @closing and @opening publicly accessible #============================================================================== class Window_Gold #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Public Instance Variables #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ attr_reader :closing attr_reader :opening end #============================================================================== # ** Window_Message #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # overwritten methods - create_back_sprite; update_message; update_cursor; # convert_special_characters; reset_window; draw_face; input_pause; z=; # close; visible= # aliased methods - initialize; dispose; update; update_show_fast; new_page; # start_message; new_line; finish_message; start_choice; terminate_message # start_number_input; input_choice # new methods - create_namebox; create_wordbox; create_choicebox; # create_choicehelp; remake_window; fit_window_to_text; set_position; # position_to_character; do_not_obscure_characters; set_face_position; # set_speechtag_position; set_name_position; set_choice_position; # dispose_ats_windows; update_letter_se; format_line; start_scroll_message; # contents_width; draw_message_character; set_alignment #============================================================================== class Window_Message include Window_MessageBase #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modalg_ats3_win_msg_init_9id1 initialize def initialize (viewport = nil, *args) @back_sprite = Sprite.new modalg_ats3_win_msg_init_9id1 (*args) remake_window self.viewport = viewport ? viewport : Viewport.new (0, 0, Graphics.width, Graphics.height) self.viewport.z = self.z @face_window = Window_FaceBox.new (self.viewport) @speechtag_sprite = Sprite_SpeechTag.new (self.viewport) @longest_line = 0 @scrolling = 0 @review_scroll = 0 @letter_se_count = 0 @ls = 0 @underline = false @highlight = -1 @last_index = -1 @align = 0 @max_oy = 0 @p_formatter = P_Formatter_ATS.new (self.contents.font.dup) @wlh = $game_message.wlh @anti_update = true if self.is_a? (Window_BattleMessage) # Yanfly Melody compatibility measure end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Dispose #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modrna_atxts3_dsps_9th5 dispose def dispose (*args) modrna_atxts3_dsps_9th5 (*args) # Run Original Method dispose_ats_windows @face_window.dispose @speechtag_sprite.dispose end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Update #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mdrnalg_advtxt3_upd_3xa2 update def update (*args) # Graphic Novel Support if $game_message.graphic_novel && !self.is_a? (Window_BattleMessage) if $game_message.gn_press_or_toggle # Press self.viewport.visible = !Input.press? ($game_message.hide_button) else # Toggle self.viewport.visible = !self.viewport.visible if Input.trigger? ($game_message.hide_button) end return if !self.viewport.visible end [@choice_window, @choicehelp_window, @word_window, @name_window].each { |window| window.update if window && !window.disposed? } mdrnalg_advtxt3_upd_3xa2 (*args) # If Window opening, but no text and just a choice window. if @opening && $game_message.choice_window && @text.empty? && !$game_message.choices.empty? close $game_message.visible = @closing end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Create Background Sprite #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def create_back_sprite if @back_sprite @back_sprite.bitmap.dispose if @back_sprite.bitmap && !@back_sprite.bitmap.disposed? @back_sprite.dispose if !@back_sprite.disposed? end @back_sprite = Sprite.new (self.viewport) bmp = Cache.system($game_message.message_dim) @back_sprite.bitmap = Bitmap.new (self.width, self.height + 32) @back_sprite.bitmap.stretch_blt (@back_sprite.bitmap.rect, bmp, bmp.rect) @back_sprite.visible = (@background == 1) @back_sprite.x = self.x @back_sprite.y = self.y @back_sprite.z = 190 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Create Namebox #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def create_namebox (name) @name_window.dispose unless @name_window.nil? || @name_window.disposed? return if name.empty? @name_window = Window_NameBox.new (name, self.viewport) @name_window.open set_name_position end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Create Wordbox #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def create_wordbox (word) @word_window.dispose unless @word_window.nil? || @word_window.disposed? return if word.empty? x = $game_message.word_x y = $game_message.word_y == -1 ? @gold_window.y : $game_message.word_y @word_window = Window_WordBox.new (self.viewport, word, x, y, $game_message.word_width, $game_message.word_height) if $game_message.word_x == -1 if $game_message.word_y == -1 && (@gold_window.opening || (@gold_window.openness == 255 && !@gold_window.closing)) @word_window.x = @gold_window.x - @word_window.width if @word_window.x < 0 val = @gold_window.y == 0 ? @gold_window.height : -1*@word_window.height @word_window.y += val @word_window.x = (Graphics.width - @word_window.width) / 2 end else @word_window.x = (Graphics.width - @word_window.width) / 2 end end @word_window.draw_word @word_window.open end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Create Choicebox #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def create_choicebox @choice_window = Window_ChoiceBox.new (self.viewport) @choice_window.z = self.z + 10 @choice_window.open set_choice_position $game_message.choices.clear end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Create ChoiceHelp Window #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def create_choicehelp @choicehelp_window = Window_ChoiceHelp.new ($game_message.help_choices) @choicehelp_window.open @choicehelp_window.viewport = self.viewport if $game_message.choicehelp_y < 0 unless Graphics.height - @choicehelp_window.height < self.y + self.height @choicehelp_window.y = Graphics.height - @choicehelp_window.height end end @choicehelp_window.z = self.z + 5 @choice_window.help_window = @choicehelp_window if @choice_window end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Remake Window #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def remake_window (width = $game_message.message_width, height = $game_message.message_height) return if width <= 32 || height <= 32 self.width, self.height = width, height self.contents.dispose self.contents = Bitmap.new (width - 32, height - 32) create_back_sprite end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Fit Window to Text #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def fit_window_to_text all_lines = $game_message.texts.dup all_lines += $game_message.choices.dup if !$game_message.choice_window return if all_lines.size < 1 @longest_line = 0 con_hght = [$game_message.max_lines, all_lines.size].min $game_message.message_height = 32 + (con_hght*@wlh) $game_message.max_lines = con_hght # Get Width of longest line dummy_formatter = P_Formatter_ATS.new all_lines.each { |line| c_line = $game_message.convert_special_characters (line.dup) ls, lc, j = dummy_formatter.format_by_line (c_line, 5000) @longest_line = [@longest_line, (5000 - ls * (lc - 1))].max if @longest_line > (Graphics.width - 32) @longest_line = Graphics.width - 32 break end } dummy_formatter.dispose $game_message.message_width = 32 + @longest_line $game_message.choice_on_line = false if $game_message.message_width + $game_message.choice_width > Graphics.width end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Position #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_position (x = $game_message.message_x, y = $game_message.message_y) if $game_message.character >= 0 position_to_character ($game_message.character, $game_message.char_ref) self.x = $game_message.message_x self.y = $game_message.message_y else # Set the y position, either directly or by default if y == -1 do_not_obscure_characters if $game_message.do_not_obscure self.y = ((Graphics.height - $game_message.message_height) / 2)*@position else self.y = y end if self.y < @gold_window.height @gold_window.y = Graphics.height - @gold_window.height else @gold_window.y = 0 end # Set the x position if x == -1 # Centre by default self.x = (Graphics.width - $game_message.message_width) / 2 else self.x = x end end set_face_position set_name_position end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Position To Character # character_id : the character around which the message window is to go # type : Over, Below, Left or Right of character #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def position_to_character (character_id, type) whatever_fits = (type == 4) type = 0 if whatever_fits # Above if fits, else Under character = character_id == 0 ? $game_player : $game_map.events[character_id] # Do not change position if character does not exist return if character == nil # Do not change position if the character is not on screen. return unless character.screen_x.between? (0, Graphics.width) && character.screen_y.between? (0, Graphics.height) # Get the size of the character bmp = Cache.character (character.character_name).clone if character.character_name[/^.?\$/] == nil c_wdth, c_hght = bmp.width / 12, bmp.height / 8 else c_wdth, c_hght = bmp.width / 3, bmp.height / 4 end bmp.dispose # Centre X or Y depending on position if type % 2 == 0 # Centre X x = [character.screen_x - (self.width / 2) , 0].max x = (x + self.width <= Graphics.width) ? x : Graphics.width - self.width else # Centre Y y = [character.screen_y - ((self.height + c_hght) / 2), 0].max y = (y + self.height <= Graphics.height) ? y : Graphics.height - self.height end case type when 0 # Over if whatever_fits && character.screen_y - c_hght - self.height < 0 position_to_character (character_id, 2) return end y = [character.screen_y - c_hght - self.height, 0].max when 1 # Left x = [character.screen_x - (c_wdth / 2) - self.width, 0].max when 2 # Below y = [character.screen_y, Graphics.height - self.height].min when 3 # Right x = [character.screen_x + (c_wdth / 2), Graphics.width - self.width].min end $game_message.message_x = x $game_message.message_y = y if character_id >= 0 && $game_message.speech_tag_index >= 0 set_speech_sprite_position (character.screen_x, character.screen_y, c_wdth, c_hght, type) position_to_character (character_id, 2) if whatever_fits && !@speechtag_sprite.visible end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Do Not Obstruct Characters #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def do_not_obscure_characters obscured = [0, 0, 0] positions = [2, 0, 1] positions.delete (@position) positions.unshift (@position) positions.each { |pos| y = ((Graphics.height - $game_message.message_height) / 2)*pos range = y..(y + self.height) $game_message.obscure_characters.each { |id| char = id == 0 ? $game_player : $game_map.events[id] next if char.nil? range2 = (char.screen_y - $game_message.obscure_buffer)..char.screen_y obscured[pos] += 1 if range === range2.first || range2 === range.first } if obscured[pos] == 0 @position = pos return end } @position = obscured.index (obscured.min) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Speech Sprite Position #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_speech_sprite_position (c_x, c_y, c_w, c_h, char_ref) @speechtag_sprite.opacity = $game_message.message_opacity @speechtag_sprite.set_direction (char_ref) @speechtag_sprite.x = c_x - (@speechtag_sprite.width / 2) if char_ref == 0 return if $game_message.message_y < @speechtag_sprite.height - 16 @speechtag_sprite.y = c_y - c_h - @speechtag_sprite.height $game_message.message_y -= (@speechtag_sprite.height - 16) @speechtag_sprite.visible = true elsif char_ref == 2 return if $game_message.message_y + (@speechtag_sprite.height - 16) > Graphics.height @speechtag_sprite.y = c_y $game_message.message_y += @speechtag_sprite.height - 16 @speechtag_sprite.visible = true else @speechtag_sprite.visible = false end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Face Position #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_face_position (x = $game_message.face_x, y = $game_message.face_y) return if @face_window.nil? || @face_window.disposed? # Determine Goal X if x == -1 if $game_message.face_side x = (self.x + 16 - $game_message.face_border_size) + $game_message.face_offset_x else x = (self.x + self.width - @face_window.width - 16 + $game_message.face_border_size) - $game_message.face_offset_x end end if y == -1 if @face_window.height < self.height y = self.y + ((self.height - @face_window.height) / 2) # Centre else y = (self.y + self.height) - @face_window.height end y = self.y if y < 0 # Align to top of window if out of bounds y += $game_message.face_offset_y end # Set up Horizontal Scroll if $game_message.face_scroll_x left = x + @face_window.width right = Graphics.width - x if left < right @face_window.x = -1*@face_window.width @face_window.scroll_x = left @face_window.scroll_x_speed = left / $game_message.face_scroll_speed else @face_window.x = Graphics.width @face_window.scroll_x = -1*right @face_window.scroll_x_speed = right / $game_message.face_scroll_speed end else @face_window.x = x end # Set up Vertical Scroll if $game_message.face_scroll_y up = y + @face_window.height down = Graphics.height - y if up < down @face_window.y = -1*@face_window.height @face_window.scroll_y = up @face_window.scroll_y_speed = up / $game_message.face_scroll_speed else @face_window.y = Graphics.height @face_window.scroll_y = -1*down @face_window.scroll_y_speed = down / $game_message.face_scroll_speed end else @face_window.y = y end # If there is overlap and meant to fit to text_size if $game_message.fit_window_to_text && @longest_line > 0 con_x, con_w = contents_width (-1) $game_message.message_width = @longest_line + contents.width + 32 - con_w remake_window if self.x + self.width > Graphics.width diff = self.x - (Graphics.width - self.width) self.x -= diff @face_window.x -= diff end end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Name Position #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_name_position (x = $game_message.name_x, y = $game_message.name_y) return if @name_window.nil? || @name_window.disposed? # Set NameBox coordinates if y == -1 y = self.y - @name_window.height + $game_message.name_offset_y y = self.y + self.height - $game_message.name_offset_y if y < 0 end if x == -1 if $game_message.face_side x = self.x + $game_message.name_offset_x else x = self.x + self.width - @name_window.width - $game_message.name_offset_x end # If face is showing if @face_window.busy # If overlap with face if ((@face_window.goal_y + $game_message.face_border_size + 1).between? (y, y + @name_window.height) || y.between? (@face_window.goal_y + $game_message.face_border_size + 1, @face_window.goal_y + @face_window.height)) && (x.between? (@face_window.goal_x + $game_message.face_border_size, @face_window.goal_x + @face_window.width) || @face_window.goal_x.between? (x, x + @name_window.width)) if $game_message.face_side x = @face_window.goal_x + @face_window.width else x = @face_window.goal_x - @name_window.width end end end end @name_window.x = x @name_window.y = y end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Choice Position #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_choice_position (x = $game_message.choice_x, y = $game_message.choice_y) return if @choice_window.nil? || @choice_window.disposed? if y == -1 if self.openness == 0 y = (Graphics.height - @choice_window.height) / 2 else y = self.y - @choice_window.height + $game_message.choice_offset_y y = self.y + self.height - $game_message.choice_offset_y if y < 0 end end if x == -1 choice_side = $game_message.choice_opposite_face ? !$game_message.face_side : $game_message.face_side if self.openness == 0 x = (Graphics.width - @choice_window.width) / 2 elsif choice_side x = self.x - $game_message.choice_offset_x else x = self.x + self.width - @choice_window.width + $game_message.choice_offset_x end end @choice_window.x = x @choice_window.y = y @choice_window.y = self.y if $game_message.choice_on_line end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Dispose Windows #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def dispose_ats_windows ats_windows = [@name_window, @word_window, @choice_window, @choicehelp_window] ats_windows.each { |window| window.dispose unless window.nil? || window.disposed? } @name_window = nil @word_window = nil @choice_window = nil @choicehelp_window = nil end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Update Show Fast #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias mrnagb_atsys3_updshfst_6yv3 update_show_fast def update_show_fast (*args) real_count = @wait_count @wait_count = 2 if $game_message.skip_disabled mrnagb_atsys3_updshfst_6yv3 (*args) # Run Original Method @wait_count = real_count @face_window.update end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Update Message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update_message loop do if @scrolling > 0 speed = [$game_message.scroll_speed, @scrolling].min @scrolling -= speed self.oy += speed if @scrolling <= 0 && self.contents.height < self.oy + self.height - 32 bmp = self.contents # Max # of lines before cutting top out approx. 200 if self.contents.width * (self.oy + self.height - 32) < 2500000 self.contents = Bitmap.new (self.contents.width, self.oy + self.height - 32) self.contents.font = bmp.font.dup src_rect = bmp.rect else src_rect = Rect.new (0, @wlh, bmp.rect.width, bmp.rect.height - @wlh) end self.contents.blt (0, 0, bmp, src_rect) bmp.dispose if src_rect.y != 0 end break end c = @text.slice!(/./m) # Get next text character # If no text left if c.nil? if @choice_sizes @choice_sizes[-1].push (@line_count - @choice_sizes[-1][0]) end if $game_message.choices.empty? $game_message.choice_start = @choice_sizes[0][0] if @choice_sizes finish_message # Finish update break else if @choice_sizes.nil? $game_message.scroll_by_page = false if $game_message.choice_window create_choicebox finish_message return end if !$game_message.scrolling if $game_message.max_lines < @line_count + $game_message.choices.size self.pause = true $game_message.choice_start = 0 @text = "\x1d" end $game_message.scrolling = true return end @choice_sizes = [] end @text = "#{$game_message.choices.shift}\x00" # New line stuff format_line @choice_sizes.push ([@line_count]) c = @text.slice!(/./m) # Get next text character end end draw_message_character © break unless @show_fast || @line_show_fast || $game_message.message_speed < 0 break if self.pause end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Update Letter SE #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update_letter_se return if !$game_message.letter_sound || @show_fast || @line_show_fast || $game_message.message_speed < 0 # Randomize Pitch rp = $game_message.random_pitch $game_message.letter_se.pitch = rp.first + rand(rp.last - rp.first) unless rp.first == rp.last # Update Sound $game_message.play_se ($game_message.letter_se) if @letter_se_count == 0 @letter_se_count = (@letter_se_count + 1) % $game_message.letters_per_se end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Update cursor #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def update_cursor return if @choice_window if @index >= 0 @choicehelp_window.set_text (@index) if @choicehelp_window return if @index == @last_index if $game_message.skip_choices.include? (@index) mod = @last_index < @index ? 1 : -1 @index = (@index + mod) % $game_message.choice_max return end row = @choice_sizes[@index][0] hght = @choice_sizes[@index][1]*@wlh y = (row) * @wlh x, con_width = contents_width (self.contents.height > self.height - 32 ? -1 : y) # Scroll up if before the currently displayed self.top_row = row if row < top_row row += @choice_sizes[@index][1] - 1 # Scroll down if after the currently displayed self.bottom_row = row if row > bottom_row self.cursor_rect.set(x, y - self.oy, con_width, hght) @last_index = @index else self.cursor_rect.empty end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Start Message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malg_atxs3_msgstrt_8ik3 start_message def start_message (*args) @starting = true @wlh = $game_message.wlh @align = 0 @max_oy = 0 @line_x = 0 @underline = $game_message.underline @highlight = $game_message.highlight malg_atxs3_msgstrt_8ik3 (*args) @text.gsub! (/([^\s])\s*\x00/) { "#{$1} " } if $game_message.paragraph_format # Remove x00 from middle of wb and nb boxes @text.gsub! (/[\x19\x1a]{.*?}/) { |match| match.gsub (/\x00/) { "" } } @text.gsub! (/\x16/) { "\x00" } format_line self.windowskin = Cache.system ($game_message.message_windowskin).dup self.windowskin.clear_rect (80, 16, 32, 32) unless $game_message.scroll_show_arrows self.contents.font.name = $game_message.message_fontname self.contents.font.size = $game_message.message_fontsize @p_formatter.bitmap.font = self.contents.font.dup $game_message.play_se ($game_message.start_se) if $game_message.start_sound @starting = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Page #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malba_advts3_nwpge_7uj2 new_page def new_page (*args) if !$game_message.do_not_start || !@starting if @text.sub! (/\A\x17<(\d+)>/, "") != nil actor = $game_actors[$1.to_i] if !actor.nil? $game_message.face_name = actor.face_name $game_message.face_index = actor.face_index end end @face_window.clear if !@face_window.nil? && !@face_window.disposed? malba_advts3_nwpge_7uj2 (*args) # Run Original Method self.contents.font.color = text_color ($game_message.message_fontcolour) self.contents.font.color.alpha = $game_message.message_fontalpha if $game_message.message_fontalpha != 255 self.oy = 0 elsif (@line_count - (self.oy / @wlh)) >= $game_message.max_lines # If scrolling start_scroll_message if $game_message.scrolling end @contents_x, @contents_width = contents_width @line_x = @contents_x unless @starting @text.sub! ("\x00", " ") if @text && $game_message.paragraph_format && !(@p_formatter && @p_formatter.force_break) format_line end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * New Line #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modalg_ats3_nl_scroll_0ol2 new_line def new_line (*args) modalg_ats3_nl_scroll_0ol2 (*args) @contents_y = @line_count*@wlh @contents_x, @contents_width = contents_width (@contents_y) @line_x = @contents_x format_line # If Reached end of page if (@line_count - (self.oy / @wlh)) >= $game_message.max_lines # Do not pause if message is over return if @text == "" && ($game_message.choices.empty? || $game_message.choice_window) # If scrolling if $game_message.scrolling start_scroll_message else self.pause = true end end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Format Line #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def format_line if $game_message.paragraph_format @ls, dc, justify = @p_formatter.format_by_line (@text, @contents_width) else @ls = 0 end set_alignment (@align) if @align != 0 @ls = 0 if @ls > 0 && (!justify || @align != 0) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Convert Special Characters #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def convert_special_characters $game_message.convert_special_characters (@text) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Window Background and Position #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def reset_window @background = $game_message.background @position = $game_message.position $game_message.choice_on_line = false if $game_message.choice_width < 32 fit_window_to_text if $game_message.fit_window_to_text if $game_message.choice_window && $game_message.choice_on_line $game_message.message_width = [$game_message.message_width, Graphics.width - $game_message.choice_width].min total_width = $game_message.message_width + $game_message.choice_width if $game_message.message_x == -1 $game_message.message_x = (Graphics.width - total_width) / 2 elsif $game_message.message_x + total_width > Graphics.width $game_message.message_x = Graphics.width - total_width end choice_side = $game_message.choice_opposite_face ? !$game_message.face_side : $game_message.face_side if choice_side $game_message.choice_x = $game_message.message_x $game_message.message_x += $game_message.choice_width else $game_message.choice_x = $game_message.message_x + $game_message.message_width end $game_message.choice_height = $game_message.message_height end remake_window unless $game_message.do_not_start # Set opacity self.opacity = @background == 0 ? $game_message.message_opacity : 0 self.back_opacity = $game_message.message_backopacity # Remake speech bubble if different @speechtag_sprite.reset_graphic @speechtag_sprite.z = self.z + 1 if @text.include? ("\x1c") @text = "" self.openness = 0 unless $game_message.do_not_refresh end set_position end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Finish Message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malbra_ats3_fnmsg_7uj2 finish_message def finish_message (*args) @face_window.pause $game_message.play_se ($game_message.finish_se) if $game_message.finish_sound malbra_ats3_fnmsg_7uj2 (*args) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Start Choices #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modrn_ats3_strtchc_5sf2 start_choice def start_choice (*args) modrn_ats3_strtchc_5sf2 (*args) $game_message.move_when_visible = false if @choice_window self.index = -1 @choice_window.index = 0 end create_choicehelp if !$game_message.help_choices.empty? @max_oy = [(@line_count - $game_message.max_lines)*@wlh, 0].max end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Start Number Input #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malgr_advts3_strtnuminp_8qw2 start_number_input def start_number_input (*args) malgr_advts3_strtnuminp_8qw2 (*args) # Run Original Method if $game_message.scrolling self.oy += @wlh if @line_count >= $game_message.max_lines @number_input_window.y -= self.oy end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Start Scroll Message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def start_scroll_message scroll_plus = @wlh scroll_plus *= $game_message.max_lines if $game_message.scroll_by_page @scrolling += scroll_plus @show_fast = false if $game_message.scroll_autopause && !@text.nil? && !@text.empty? self.pause = true $game_message.play_se ($game_message.pause_se) if $game_message.pause_sound end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * End Message #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modal_atsv3_trmmsg_8yx4 terminate_message def terminate_message (*args) if !$game_message.do_not_refresh if !@face_window.nil? && !@face_window.disposed? if self.is_a? (Window_BattleMessage) @face_window.visible = false @face_window.clear create_contents if contents.height > height - 32 self.oy = 0 end end dispose_ats_windows else @choice_window.dispose if @choice_window && !@choice_window.disposed? @choicehelp_window.dispose if @choicehelp_window && !@choicehelp_window.disposed? @choice_window = nil @choicehelp_window = nil end $game_message.play_se ($game_message.terminate_se) if $game_message.terminate_sound modal_atsv3_trmmsg_8yx4 (*args) # Run Original Method @last_index = -1 @choice_sizes = nil @speechtag_sprite.visible = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Contents Width # y : the line to check it on #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def contents_width (y = 0) # If can scroll, make sure no overlap over whole range. Get the ranges if y < 0 || ($game_message.scrolling && $game_message.texts.size > $game_message.max_lines) m_range = (self.y + 16)..(self.y + 16 + ($game_message.max_lines*@wlh)) else screen_y = self.y + 16 + y - self.oy m_range = screen_y..screen_y + @wlh end return 0, contents.width if @face_window.z < self.z f_range = @face_window.goal_y..(@face_window.goal_y + @face_window.height) # If there is overlap with the face window if @face_window.busy && (m_range === f_range.first || f_range === m_range.first) left = @face_window.goal_x - (self.x + 20) right = self.x + self.width - 20 - (@face_window.goal_x + @face_window.width) if left >= right return 0, left else return @face_window.goal_x + @face_window.width - (self.x + 12), right end end return 0, contents.width # Start X, total width end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Face #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_face (face_file, face_index, *args) @face_window.set_face (face_file, face_index) set_face_position @face_window.z = self.z + $game_message.face_z end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Message Character #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_message_character © return if super © case c when "\x00" # New line new_line when "\x02" # \G (gold display) @gold_window.refresh @gold_window.openness > 0 ? @gold_window.close : @gold_window.open when "\x03" # \W[x] (Wait x frames) @text.sub!(/<(\d+)>/, "") @wait_count = $1.to_i @face_window.pause @show_fast, @line_show_fast = false, false when "\x04" # \! (Wait for input) self.pause = true $game_message.play_se ($game_message.pause_se) if $game_message.pause_sound @show_fast, @line_show_fast = false, false when "\x05" # \/@ (Fast display ON) @text.sub!(/<([01])>/, "") @line_show_fast = (Game_ATS::ATS_2 && $1.to_i == 0) ? !@line_show_fast: $1.to_i == 0 when "\x06" # \/@@ (Fast display OFF) @text.sub!(/<([01])>/, "") @show_fast = (Game_ATS::ATS_2 && $1.to_i == 0) ? !@show_fast : $1.to_i == 0 when "\x07" # \^ (No wait for input) @pause_skip = true when "\x08" # Speed Change @text.sub!(/<(=?-?\d+)>/, "") s = $1.to_s s.sub! (/(=)/, "") if $1.nil? $game_message.message_speed = [$game_message.message_speed + s.to_i, -1].max else $game_message.message_speed = [s.to_i, -1].max end when "\x0b" # Show Animation # Extract Target and Graphic ID @text.sub! (/<(\d*),(\d*),([01])>/, "") return if self.is_a? (Window_BattleMessage) char = $1.to_i < 1 ? $game_player : $game_map.events[$1.to_i] # Target if char != nil $3.to_i == 0 ? char.animation_id = $2.to_i : char.balloon_id = $2.to_i end when "\x0c" # Position to Character @text.sub! (/<(\d+),([0-4])>/, "") return if self.is_a? (Window_BattleMessage) $game_message.character = $1.to_i $game_message.char_ref = $2.to_i set_position new_page when "\x17" # Use Actor Face @text.sub! (/<(\d+)>/, "") $game_message.face_name = $game_actors[$1.to_i].face_name $game_message.face_index = $game_actors[$1.to_i].face_index draw_face ($game_message.face_name, $game_message.face_index) set_name_position when "\x19" # Name Box @text.sub! (/{(.*?)}/, "") create_namebox ($1.to_s) when "\x1a" # Word Box @text.sub! (/{(.*?)}/, "") create_wordbox ($1.to_s) when "\x1b" # Play SE @text.sub! (/<(.+?),([MS]E)>/, "") $game_message.play_se ((RPG.const_get ($2.to_s)).new ($1.to_s)) when "\x1d" # New Page create_contents new_page when "\x1f" # Position setting @text.sub! (/<([012]),(-?\d+),(-?\d+)>/, "" ) return if self.is_a? (Window_BattleMessage) case $1.to_i when 0 then set_position ($2.to_i, $3.to_i) when 1 then set_face_position ($2.to_i, $3.to_i) when 2 then set_name_position ($2.to_i, $3.to_i) end new_page unless $1.to_i == 2 when "\x7f" # Evaluate Code @text.sub! (/\{(.+?)#\}/, "") eval ($1.to_s) when "\xb0" # Enable/Disable Skipping @text.sub!(/<([01])>/, "") $game_message.skip_disabled = (Game_ATS::ATS_2 && $1.to_i == 0) ? !$game_message.skip_disabled : $1.to_i == 0 @show_fast, @line_show_fast = false, false when "\xb1" # Set Contents X start_x, throwaway = contents_width (@contents_y) @contents_x += start_x else # Normal text character draw_regular_character © @wait_count += $game_message.message_speed if !@show_fast && !@line_show_fast && $game_message.message_speed > 0 update_letter_se @face_window.animate_face end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Set Alignment # align : The alignment ( 1 => Centre, 2 => Right ) #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def set_alignment (align = 1) # Get rest of line formatter = P_Formatter_ATS.new (self.contents.font.dup) txt = @text[/.*?\x00/] txt = "" if txt.nil? ls, lc, j = formatter.format_by_line (txt, @line_x + @contents_width - @contents_x) formatter.dispose es = ls * (lc - 1) @contents_x += (es / 2)*align @ls = 0 if align > 0 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Input Pause #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def input_pause (*args) # Allow to review message before inputting if $game_message.scroll_review if @review_scroll != 0 scroll_plus = @review_scroll > 0 ? [@review_scroll, $game_message.scroll_speed].min : [@review_scroll, -1*$game_message.scroll_speed].max self.oy += scroll_plus self.oy = [[self.oy, 0].max, @max_oy].min @review_scroll -= scroll_plus end if Input.press? (Input::UP) @review_scroll -= $game_message.scroll_speed elsif Input.press? (Input::DOWN) @review_scroll += $game_message.scroll_speed end end # Original Method if Input.trigger?(Input::B) or Input.trigger?(Input::C) self.oy = @max_oy self.pause = false if @text != nil and not @text.empty? new_page if !$game_message.scrolling && @line_count >= $game_message.max_lines else terminate_message end end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Choice Input #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modab_ats3_inptchc_7yh2 input_choice def input_choice (*args) if Input.trigger?(Input::C) indx = @choice_window ? @choice_window.index : self.index if $game_message.disabled_choices.include? (indx) Sound.play_buzzer else Sound.play_decision $game_message.choice_proc.call(indx) terminate_message end return end modab_ats3_inptchc_7yh2 (*args) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Pause= #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias malabra_ats3_setpause_8uj2 pause= unless self.method_defined? (:malabra_ats3_setpause_8uj2) def pause= (boolean) malabra_ats3_setpause_8uj2 (boolean) if boolean @max_oy = self.oy @face_window.pause end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Z= #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def z= (*args) diff = -1*self.z super (*args) diff += self.z ats_gfx = [@face_window, @name_window, @word_window, @speechtag_sprite, @back_sprite, @choice_window, @choicehelp_window] ats_gfx.each { |gfx| gfx.z += diff unless gfx.nil? } end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Visible = #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def visible= (boolean) super (boolean) @face_window.clear if @face_window && !@face_window.disposed? && !boolean end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Close #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def close (*args) super (*args) if !@face_window.nil? && !@face_window.disposed? @face_window.clear @face_window.close end @name_window.close if @name_window && !@name_window.disposed? end end #============================================================================== # ** Window_BattleMessage #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # aliased method - initialize # overwritten method - draw_line #============================================================================== class Window_BattleMessage #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Object Initialization #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modrna_ynfl_melatscomp_5yh2 initialize def initialize (*args) # Yanfly Melody compatibility measure modrna_ynfl_melatscomp_5yh2 (*args) @anti_update = false end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Draw Line # index : the line to draw on #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ def draw_line(index) return if !@text.nil? rect = Rect.new(0, 0, 0, 0) rect.x += 4 rect.y += index * @wlh rect.width = contents.width - 8 rect.height = @wlh self.contents.clear_rect(rect) self.contents.font.color = normal_color @wlh = $game_message.battle_wlh @text = @lines[index].dup convert_special_characters @contents_x = rect.x @contents_y = rect.y loop do c = @text.slice!(/./m) # Get next text character # Stop when text finished break if c.nil? draw_message_character © end @text = nil end end #============================================================================== # ** Scene_Title #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # aliased method - create_game_objects #============================================================================== class Scene_Title #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Create Game Objects #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modalg_ats3_gm_obj_create create_game_objects def create_game_objects (*args) # Create the object which holds default values for message $game_ats = $ats_default = Game_ATS.new # Run original method modalg_ats3_gm_obj_create (*args) end end #============================================================================== # ** Scene_File #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ # Summary of Changes: # aliased methods - write_save_data; read_save_data #============================================================================== class Scene_File #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Write Save Data # file : the file being written to #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modalg_ats3_write_save write_save_data def write_save_data (file, *args) # Run Original Method modalg_ats3_write_save (file, *args) Marshal.dump($game_ats, file) end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Read Save Data # file : the file being read from #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ alias modalg_ats3_read_save_data read_save_data def read_save_data (file, *args) # Run Original Method modalg_ats3_read_save_data (file, *args) begin $game_ats = $ats_default = Marshal.load (file) rescue # Initialize if old save $game_ats = $ats_default = Game_ATS.new $game_message.clear end end end its an advanced text system, and it scrolls the text automatically. i want to know how to stop it from doing that and keep the rmvx defult where you press the enter key to move the message along if possible (sorry its so long.. i can't remember where i got it from :/) Share this post Link to post Share on other sites