Original Source
- Original title: Ccao's U.M.S. converted to MV
- Original author: Aidensmercy
- Original date: December 4, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/ccaos-u-m-s-converted-to-mv.52223/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests
Summary
Basically what the title says, I really would love to have the RMXP script of Ccao's U.M.S (Universal Message System) converted over to work with MV, or at least something so that i can have message window appear over the event or player and auto fir the text that's put in it, along with the option for name box's. here's a picture of what i need from the XP version, and of course, the actual demo of the script for XP. Spoiler {
Archived First Post
here's a picture of what i need from the XP version, and of course, the actual demo of the script for XP.
http://www.mediafire.com/download/gk11f7ip5ofv8q6/UMS.rar
and the actual RGSS Script
# *****************************************************************************# * Universal Message System# * v1.30# * by Ccoa# *****************************************************************************# Usage:=beginIN MESSAGE CODES \b - toggle bold on and off \bopc[i] - change the back opacity for this message to i (should be 0-255) \c[i] - change the text color \c[#IIIIII] - change the text color to the hex code (temporary) \e[i] - place the text box over event i (0 = player, -1 no event) \face[name] - changes the face graphic to name.png (leave empty [] for no face) \fl - change face justification to left \font[name] - change the font to name, leave empty [] to return to the default font \fr - change face justification to right \g - display the gold window \height - height of the message window, works only in normal mode \i - toggle italics on and off \ignr - Do not write anything on this line, only process codes, must be the first thing on a line \jc - justify the window to the center, ignored if using \e \jl - justify the window to the left, ignored if using \e \jr - justify the window to the right, ignored if using \e \m - toggle mode between normal and fit window to text \n[i] - display the name of actor i \nm[name] - display the name in the name window, leave empty [] to remove the name window \oa[i] - display the icon and name of armor i \oi[i] - display the icon and name of item i \opc[i] - change the opacity for this message to i (should be 0-255) \os[i] - display the icon and name of skill i \ow[i] - display the icon and name of weapon i \p[i] - pause for i frames before writing the next character \pt - toggle pause display on and off \s - toggle shadowed text \shk[i] - set window shake to i, higher i is bigger shake, 0 is no shake \skip - toggle text skip on and off \t1 - switch to the talk1 comic thingy \t2 - switch to the talk2 comic thingy \tc - center the text, must be the first thing on a line \th - switch to the thought comic thingy \tl - left justify the text, must be the first thing on a line \tr - right justify the text, must be the first thing on a line \v[i] - display variable i \width - width of the message window, works only in normal mode \w[i] - wait for i frames after receiving this code, then close the window \ws[i] - change the write speed to i \slv[name] - set this window to be slave window name, or show slave window name \inc - include this window in the last OUT OF MESSAGE CODES (use in a Script event command)$game_system.ums_mode = NORMAL_MODE - switch to normal mode$game_system.ums_mode = FIT_WINDOW_TO_TEXT - switch to fit window mode$game_system.text_skip = true - turn text skip on$game_system.text_skip = falsetrue - turn text skip off (true is necessary)$game_system.text_mode = WRITE_FASTER - change skip mode to write faster$game_system.text_mode = WRITE_ALL - change skip mode to write all$game_system.write_speed = i - change the delay between letters to i frames$game_system.window_height = i - change the window height to i$game_system.window_width = i - change the window width to i$game_system.window_justification = RIGHT - make the window right justified$game_system.window_justification = LEFT - make the window left justified$game_system.window_justification = CENTER - make the window center justified$game_system.face_graphic = "filename" - change the face graphic to filename.png$game_system.face_graphic = "" - change the face graphic to none$game_system.face_graphic_justification = LEFT - the face graphic is on the left side$game_system.face_graphic_justification = RIGHT - the face graphic is on the right side$game_system.face_graphic_position = TOP - face graphic appears on top of window$game_system.face_graphic_position = CENTER - face graphic appears centered in window$game_system.face_graphic_position = BOTTOM - face graphic appears on the bottom of window$game_system.shadow_text = true - turn text shadowing on$game_system.shadow_text = falsetrue - turn text shadowing off (true is necessary)$game_system.shadow_color = Color.new(red, blue, green, alpha) - change shadow color$game_system.message_event = what event to put the message over (0 = player, -1 = no event)$game_system.comic_enabled = false true - turn off comic thingy$game_system.comic_enabled = true - turn on comic thingy (only works with message_event not -1)$game_system.comic_style = TALK1 - use the talk1.png comic thingy$game_system.comic_style = TALK2 - use the talk2.png comic thingy$game_system.comic_style = THOUGHT - use the thought.png comic thingy$game_system.name = "name" - change the text of the name window to name$game_system.name = "" - remove the name window$game_system.font = "name" - change the font to name$game_system.font = "" - return the font to the default$game_system.text_justification = CENTER - center justify the text$game_system.text_justification = LEFT - left justify the text$game_system.text_justification = RIGHT - right justify the text$game_system.show_pause = true - show pause icon when waiting for user input$game_system.show_pause = false - don't show pause icon when waiting for user input$game_system.shake = 0 - turn window shake off$game_system.shake = i - set shake to i, higher i is bigger shake$game_system.sound_effect = "" - turn off the letter-by-letter SE$game_system.sound_effect = "sename" - play the SE sename with each letter written$game_system.animated_faces = false - do not use animated faces$game_system.animated_faces = true - use animated faces$game_system.animation_pause = i - Wait i frames between each animation$game_system.face_frame_width = i - Each frame on the faceset is i pixels$game_system.resting_face = "" - Do not use a resting face$game_system.resting_face = "name" - Use a different animated face named facenamename when done talking$game_system.resting_animation_pause = i - Wait i frames between resting animations$game_system.text_mode = ONE_LETTER_AT_A_TIME - write text one letter at a time$game_system.text_mode = ALL_AT_ONCE - write text all at once$game_system.font_color = Color.new(R, G, B, A) - permanently change the font color to the RGBA color given here$game_system.font_color = nil - return the font color permanently to normal_color (white, by default)$game_system.windowskin = "windowskinname" - change the message box windowskin to windowskin$game_system.windowskin = "" - change the message box windowskin back to the one in the database$game_system.name_window = true - show the name window$game_system.name_window = false - hide the name window (just show the text)$game_system.opacity = i - change the message window back opacity to i (0-255)=end# *****************************************************************************# CONSTANTS# *****************************************************************************# modesNORMAL_MODE = 0FIT_WINDOW_TO_TEXT = 1#text modesONE_LETTER_AT_A_TIME = 0ALL_AT_ONCE = 1# skip modesWRITE_FASTER = 0WRITE_ALL = 1# justificationsRIGHT = 0CENTER = 1LEFT = 2# positions for extra objects (face graphics, choice box, etc)ABOVE = 0 # place the object above the top of the message boxCENTER = 1 # center the object vertically inside the message boxBOTTOM = 2 # place the bottom of the object on the bottom of the message boxSIDE = 3 # to the side of the message box (which side depends on justification)# comic typeTALK1 = 0TALK2 = 1THOUGHT = 2# *****************************************************************************# Changes to Game_System. This allows any changes made to be saved when the# game is saved.# *****************************************************************************class Game_System attr_accessor :ums_mode # what mode the UMS is in attr_accessor :text_skip # whether or not text skip is activated attr_accessor :skip_mode # write the text faster while C is pressed, or just skip to the end attr_accessor :write_speed # frame delay between characters attr_accessor :text_mode # write one letter at a time, or all at once? attr_accessor :window_height # default height of message window attr_accessor :window_width # default width of message window attr_accessor :window_justification # default justification of window attr_accessor :face_graphic # current face graphic attr_accessor :face_graphic_justification # justification of face graphic attr_accessor :face_graphic_position # position of face graphic attr_accessor :shadowed_text # whether or not to draw a shadow behind the text attr_accessor :shadow_color # the shadow color attr_accessor :choice_justification # where the choice window is located attr_accessor :choice_position # prefered position of choice window attr_accessor :message_event # what event to center the text over (0 player, -1 to not) attr_accessor :comic_enabled # using "talk" icons? attr_accessor :comic_style # what type of comic image to use attr_accessor :name # the text for the name window attr_accessor :name_window # should the name window be visible? attr_accessor :font # the name of the font attr_accessor :font_color # the name of the (permanent) font color attr_accessor :text_justification # the justification of the window text attr_accessor :show_pause # whether or not to show the pause icon attr_accessor :shake # the amount of shake for the window attr_accessor :sound_effect # SE to play with each letter attr_accessor :slave_windows # hash of slave windows attr_accessor :indy_windows # hash of independent windows attr_accessor :animated_faces # are the faces animated? attr_accessor :animation_pause # how long do I wait between animation loops? attr_accessor :face_frame_width # how many pixels wide is each face frame attr_accessor :resting_face # postext for waiting face graphic attr_accessor :resting_animation_pause # how long to wait for resting graphic attr_accessor :windowskin # what windowskin to use for messages attr_accessor :back_opacity # back opacity of windowskin attr_accessor :opacity # opacity of windowskin attr_reader :shortcuts # user-defined shortcuts alias ums_initialize initialize def initialize ums_initialize @ums_mode = NORMAL_MODE @skip_mode = WRITE_ALL @text_skip = true @write_speed = 2 @text_mode = ONE_LETTER_AT_A_TIME @window_height = 128 @window_width = 480 @window_justification = CENTER @face_graphic = "" @face_graphic_justification = LEFT @face_graphic_position = CENTER @shadowed_text = false @shadow_color = Color.new(0, 0, 0, 100) @choice_justification = RIGHT @choice_position = SIDE @message_event = -1 @comic_enabled = false @comic_style = TALK1 @name = "" @name_window = false @font = "Verdana" @font_color = nil @text_justification = LEFT @show_pause = true @shake = 0 @sound_effect = "" @slave_windows = {} @indy_windows = {} @animated_faces = false @animation_pause = 80 @face_frame_width = 100 @resting_face = "" @resting_animation_pause = 80 @windowskin = "" @opacity = 255 @back_opacity = 160 @used_codes = ['\v', '\n', '\c', '\g', '\skip', '\m', '\height', '\width', '\jr', '\jc', '\jl', '\face', '\fl', '\fr', '\b', '\i', '\s', '\e', '\t1', '\t2', '\th', '\nm', '\font', '\p', '\w', '\ws', '\oa', '\oi', '\os', '\ow', '\tl', '\tr', '\tc', '\ignr', '\shk', '\slv', '\ind', '\inc'] @shortcuts = {} end def add_shortcut(shortcut, code) text = shortcut.downcase if !@used_codes.include?(text) @shortcuts[shortcut] = code end end def open_window(name) if $game_system.indy_windows.has_key?(name) $game_system.indy_windows[name].show = true end end def close_window(name) if $game_system.indy_windows.has_key?(name) $game_system.indy_windows[name].dispose $game_system.indy_windows.delete(name) end endend#==============================================================================# ** Game_Temp#------------------------------------------------------------------------------# This class handles temporary data that is not included with save data.# Refer to "$game_temp" for the instance of this class.#==============================================================================class Game_Temp attr_accessor :choicesendclass Scene_Map alias ums_update update def update $game_system.slave_windows.each_value { |window| window.update } $game_system.indy_windows.each_value { |window| window.update } ums_update endendclass Interpreter #-------------------------------------------------------------------------- # * Show Text #-------------------------------------------------------------------------- def command_101 # If other text has been set to message_text if $game_temp.message_text != nil # End return false end # Set message end waiting flag and callback @message_waiting = true $game_temp.message_proc = Proc.new { @message_waiting = false } # Set message text on first line $game_temp.message_text = @list[@index].parameters[0] + "\n" line_count = 1 # Loop loop do # If next event command text is on the second line or after if @list[@index + 1].code == 401 # Add the second line or after to message_text $game_temp.message_text += @list[@index + 1].parameters[0] + "\n" line_count += 1 # If the next event command is show text elsif @list[@index + 1].code == 101 # If the text contains the \inc code if @list[@index + 1].parameters[0].index(/\\[Ii][Nn][Cc]/) != nil $game_temp.message_text += @list[@index + 1].parameters[0] + "\n" $game_temp.message_text.sub!(/\\[Ii][Nn][Cc]/) { "" } else return true end # If event command is not on the second line or after else # If next event command is show choices if @list[@index + 1].code == 102 # If choices fit on screen #if @list[@index+1].parameters[0].size <= 4 - line_count # Advance index @index += 1 # Choices setup $game_temp.choice_start = line_count setup_choices(@list[@index].parameters) #end # If next event command is input number elsif @list[@index + 1].code == 103 # If number input window fits on screen if line_count < 4 # Advance index @index += 1 # Number input setup $game_temp.num_input_start = line_count $game_temp.num_input_variable_id = @list[@index].parameters[0] $game_temp.num_input_digits_max = @list[@index].parameters[1] end end # Continue return true end # Advance index @index += 1 end end #-------------------------------------------------------------------------- # * Setup Choices #-------------------------------------------------------------------------- def setup_choices(parameters) # Set choice item count to choice_max $game_temp.choice_max = parameters[0].size # Set choice to message_text $game_temp.choices = parameters[0] # Set cancel processing $game_temp.choice_cancel_type = parameters[1] # Set callback current_indent = @list[@index].indent $game_temp.choice_proc = Proc.new { |n| @branch[current_indent] = n } end #-------------------------------------------------------------------------- # * Input Number #-------------------------------------------------------------------------- def command_103 # If text has been set to message_text if $game_temp.message_text != nil # End return false end # Set message end waiting flag and callback @message_waiting = true $game_temp.message_proc = Proc.new { @message_waiting = false } # Number input setup $game_temp.message_text = "" $game_temp.num_input_start = 0 $game_temp.num_input_variable_id = @parameters[0] $game_temp.num_input_digits_max = @parameters[1] # Continue return true end #-------------------------------------------------------------------------- # * Script #-------------------------------------------------------------------------- def command_355 # Set first line to script script = @list[@index].parameters[0] + "\n" # Loop loop do # If next event command is second line of script or after if @list[@index + 1].code == 655 # Add second line or after to script script += @list[@index + 1].parameters[0] + "\n" # If event command is not second line or after else # Abort loop break end # Advance index @index += 1 end # Evaluation result = eval(script) # Continue return true endend# *****************************************************************************# Changes to Window_Message. This is the bulk of the script# *****************************************************************************#==============================================================================# ** Window_Message#------------------------------------------------------------------------------# This message window is used to display text.#==============================================================================class Window_Message < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize # x-coordinate depends on justification if $game_system.window_justification == RIGHT x = 640 - self.width elsif $game_system.window_justification == LEFT x = 0 else # center x = (640 - $game_system.window_width) / 2 end # y-coordinate depends on height y = 480 - $game_system.window_height - 16 super(x, y, $game_system.window_width, $game_system.window_height) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 @fade_in = false @fade_out = false @contents_showing = false # face graphic sprite @face = Sprite.new @face.opacity = 0 @face.z = self.z + 1 @face_offset = 0 # choice window @choice_window = Window_Choice.new([]) @choice_window.back_opacity = self.back_opacity # comic sprite @comic = Sprite.new @comic.opacity = 0 @comic.z = self.z + 1 if $game_system.comic_style == TALK1 @comic.bitmap = RPG::Cache.windowskin("talk1") elsif $game_system.comic_style == TALK2 @comic.bitmap = RPG::Cache.windowskin("talk2") else # thought @comic.bitmap = RPG::Cache.windowskin("thought") end # name window @name_window = Window_Name.new @name_window.z = self.z + 1 @pause_time = 0 @wait = 0 @show = false @face_frame = 0 end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end @face.dispose @choice_window.dispose @comic.dispose @name_window.dispose super end #-------------------------------------------------------------------------- # * Terminate Message #-------------------------------------------------------------------------- def terminate_message @show = false self.active = false self.pause = false self.contents.clear # Clear showing flag @contents_showing = false # Call message callback if $game_temp.message_proc != nil $game_temp.message_proc.call end # Clear variables related to text, choices, and number input $game_temp.message_text = nil $game_temp.message_proc = nil $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 $game_temp.choice_proc = nil $game_temp.num_input_start = 99 $game_temp.num_input_variable_id = 0 $game_temp.num_input_digits_max = 0 # Open gold window if @gold_window != nil @gold_window.dispose @gold_window = nil end @choice_window.visible = false @choice_window.active = false @comic.opacity = 0 $game_system.slave_windows.each_pair {|name, window| if window.show == true window.dispose $game_system.slave_windows.delete(name) end } @done = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear if $game_system.font_color.nil? self.contents.font.color = normal_color else self.contents.font.color = $game_system.font_color end if $game_system.windowskin != "" self.windowskin = RPG::Cache.windowskin($game_system.windowskin) else self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name) end @show = true @x = @y = 0 # If waiting for a message to be displayed if $game_temp.message_text != nil @text = $game_temp.message_text # replace shortcuts with original code $game_system.shortcuts.each { |shortcut, code| @text.gsub!(shortcut, code) } # VERY first thing. Check to see if this is being set up as a slave # or independent window. if @text.index(/\\[Ss][Ll][Vv]\[(.*?)\]/) != nil # is this a new slave window, or a request to display it? if !$game_system.slave_windows.has_key?($1.to_s) # there is no such slave window yet. Set it up. @text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/, "") $game_system.slave_windows[$1.to_s] = Window_Slave.new(@text) @text = "" @show = false terminate_message return end end if @text.index(/\\[Ii][Nn][Dd]\[(.*?)\]/) != nil # is this a new independent window, or a request to display it? if !$game_system.indy_windows.has_key?($1.to_s) # there is no such slave window yet. Set it up. @text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/, "") $game_system.indy_windows[$1.to_s] = Window_Slave.new(@text) @text = "" @show = false terminate_message return end end # Control text processing begin last_text = @text.clone @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } end until @text == last_text @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end # window mode if @text.index(/\\[Mm]/) != nil if $game_system.ums_mode == NORMAL_MODE $game_system.ums_mode = FIT_WINDOW_TO_TEXT else $game_system.ums_mode = NORMAL_MODE end @text.gsub!(/\\[Mm]/) { "" } end # window height @text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do $game_system.window_height = $1.to_i "" end # window width @text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do $game_system.window_width = $1.to_i "" end # justification @text.gsub!(/\\[Jj][Rr]/) do $game_system.window_justification = RIGHT reset_window "" end @text.gsub!(/\\[Jj][Cc]/) do $game_system.window_justification = CENTER reset_window "" end @text.gsub!(/\\[Jj][Ll]/) do $game_system.window_justification = LEFT reset_window "" end # face graphics @text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do $game_system.face_graphic = $1.to_s if $1.to_s == "" @face.opacity = 0 end "" end @text.gsub!(/\\[Ff][Ll]/) do $game_system.face_graphic_justification = LEFT "" end @text.gsub!(/\\[Ff][Rr]/) do $game_system.face_graphic_justification = RIGHT "" end # event centering @text.gsub!(/\\[Ee]\[([0-9]+)\]/) do $game_system.message_event = $1.to_i "" end # comic thingy @text.gsub!(/\\[Tt]1/) do $game_system.comic_style = TALK1 @comic.bitmap = RPG::Cache.windowskin("talk1.png") "" end @text.gsub!(/\\[Tt]2/) do $game_system.comic_style = TALK2 @comic.bitmap = RPG::Cache.windowskin("talk2.png") "" end @text.gsub!(/\\[Tt][Hh]/) do $game_system.comic_style = THOUGHT @comic.bitmap = RPG::Cache.windowskin("thought.png") "" end # name window @text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do $game_system.name = $1.to_s if $1.to_s == "" @name_window.visible = false @name_window.dummy_window.visible = false end "" end # toggle pause @text.gsub!(/\\[Pp][Tt]/) do $game_system.show_pause = !$game_system.show_pause "" end # shaking @text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do $game_system.shake = $1.to_i "" end # back opacity @text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do $game_system.back_opacity = $1.to_i self.back_opacity = $game_system.back_opacity "" end # opacity @text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do $game_system.opacity = $1.to_i self.opacity = $game_system.opacity "" end # Change "\\\\" to "\000" for convenience @text.gsub!(/\\\\/) { "\000" } # Change "\\C" to "\001" and "\\G" to "\002" @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } @text.gsub!(/\\[Gg]/) { "\002" } @text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" } # text skip code @text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" } # ignore code @text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" } # slave and indy windows @text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/) { "\024[#{$1}]" } @text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/) { "\025[#{$1}]" } # bold and italics @text.gsub!(/\\[Bb]/) { "\004" } @text.gsub!(/\\[Ii]/) { "\005" } # shadow @text.gsub!(/\\[Ss]/) { "\006" } # font @text.gsub!(/\\[Ff][Oo][Nn][Tt]\[(.*?)\]/) { "\007[#{$1}]" } # pause and wait @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" } @text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" } # write speed @text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" } # armor, items, skills, and weapons @text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) { item = $data_armors[$1.to_i] "\014[#{$1}]" + " " + item.name } @text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) { item = $data_items[$1.to_i] "\015[#{$1}]" + " " + item.name } @text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) { item = $data_skills[$1.to_i] "\016[#{$1}]" + " " + item.name } @text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) { item = $data_weapons[$1.to_i] "\017[#{$1}]" + " " + item.name } # text justification @text.gsub!(/\\[Tt][Cc]/) { "\020" } @text.gsub!(/\\[Tt][Ll]/) { "\021" } @text.gsub!(/\\[Tt][Rr]/) { "\022" } # Resize the window to fit the contents? if $game_system.ums_mode == FIT_WINDOW_TO_TEXT width = 1 text = @text.split("\n") height = 0 i = 0 for line in text # don't count this line's width if it has the ignr code if !line.include?("\023") width = [width, self.contents.text_size(line).width].max delta = self.contents.text_size(line).height height += delta + (delta * 0.2).to_i end end if $game_system.face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM) width += @face.bitmap.width if height < @face.bitmap.height height = @face.bitmap.height - 32 end end if height == 0 height = 1 end self.width = width + 48 self.height = height + 48 self.contents = Bitmap.new(width + 16, height) if $game_system.font_color.nil? self.contents.font.color = normal_color else self.contents.font.color = $game_system.font_color end else if self.width != $game_system.window_height or self.height != $game_system.window_width self.width = $game_system.window_width self.height = $game_system.window_height self.contents = Bitmap.new(self.width - 32, self.height - 32) if $game_system.font_color.nil? self.contents.font.color = normal_color else self.contents.font.color = $game_system.font_color end end end reset_window get_x_value @count = Graphics.frame_count @pause_time = 0 @ignore = false @ascending = true @target_x = self.x + $game_system.shake @done = false @face_frame = 0 @done = false self.oy = 0 end end #-------------------------------------------------------------------------- # * Set Window Position and Opacity Level #-------------------------------------------------------------------------- def reset_window (change_opacity = true) # x-coordinate depends on justification if $game_system.message_event == -1 if $game_system.window_justification == RIGHT self.x = 640 - $game_system.window_width elsif $game_system.window_justification == LEFT self.x = 0 else # center self.x = (640 - self.width) / 2 end else if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil # center on player event_x = $game_player.screen_x else # center on the event specified event_x = $game_map.events[$game_system.message_event].screen_x end self.x = event_x - self.width / 2 @comic.x = self.x + (self.width / 2) + 4 end if $game_temp.in_battle self.y = 16 else if $game_system.message_event == -1 case $game_system.message_position when 0 # up self.y = 16 when 1 # middle self.y = (480 - $game_system.window_height) / 2 when 2 # down self.y = 480 - $game_system.window_height - 24 end else if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil # above player self.y = $game_player.screen_y - self.height - 48 else # above event specified self.y = $game_map.events[$game_system.message_event].screen_y - self.height - 48 end @comic.y = self.y + self.height - 2 @comic.angle = 0 end end if self.y < 0 + ($game_system.name == "" ? 0 : 16) if $game_system.comic_enabled if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil self.y = $game_player.screen_y - 16 else self.y = $game_map.events[$game_system.message_event].screen_y - 16 end @comic.angle = 180 @comic.y = self.y + 2 @comic.x = self.x + (self.width / 2) - 4 else self.y = 0 + ($game_system.name == "" ? 0 : 16) end elsif self.y > 480 - self.height self.y = 480 - self.height end if self.x < 0 self.x = 0 elsif self.x > 680 - self.width - 48 self.x = 640 - self.width end if change_opacity if $game_system.message_frame == 0 and $game_temp.message_text != "" self.opacity = $game_system.opacity else self.opacity = 0 end self.back_opacity = $game_system.back_opacity end # face stuff if $game_system.face_graphic != "" # the player has chosen to show a face graphic if @done and $game_system.resting_face != "" @face.bitmap = RPG::Cache.picture($game_system.face_graphic + $game_system.resting_face) if @face_frame * $game_system.face_frame_width >= @face.bitmap.width @face_frame = 0 end else @face.bitmap = RPG::Cache.picture($game_system.face_graphic) end # picture y-coordinate if $game_system.face_graphic_position == ABOVE @face.y = self.y - @face.bitmap.height @face_offset = 0 elsif $game_system.face_graphic_position == CENTER delta = (@face.bitmap.height - self.height) / 2 @face.y = self.y - delta if $game_system.animated_faces @face_offset = $game_system.face_frame_width + 16 else @face_offset = @face.bitmap.width + 16 end elsif $game_system.face_graphic_position == BOTTOM @face.y = self.y + self.height - @face.bitmap.height if $game_system.animated_faces @face_offset = $game_system.face_frame_width + 16 else @face_offset = @face.bitmap.width + 16 end else # side delta = (@face.bitmap.height - self.height) / 2 @face.y = self.y - delta @face_offset = 0 end # picture x-coordinate if $game_system.face_graphic_justification == LEFT if $game_system.face_graphic_position == SIDE @face.x = self.x - @face.bitmap.width else @face.x = self.x + 10 end else # right side if $game_system.animated_faces offset = @face.bitmap.width - $game_system.face_frame_width else offset = 0 end if $game_system.face_graphic_position == SIDE @face.x = self.x + self.width + offset else @face.x = self.x + self.width - @face.bitmap.width - 10 + offset @face_offset = 0 end end if $game_system.animated_faces @face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height) if @done and $game_system.resting_face != "" pause = $game_system.resting_animation_pause else pause = $game_system.animation_pause end if Graphics.frame_count % pause == 0 @animate_face = true end if @animate_face if Graphics.frame_count % 3 == 0 @face_frame += 1 if @face_frame * $game_system.face_frame_width >= @face.bitmap.width @face_frame = 0 @animate_face = false end end end end end # name window if $game_system.name != "" @name_window.x = self.x @name_window.y = self.y - 36 @name_window.set_name($game_system.name) end # If choice if $game_temp.choice_max > 0 @choice_window.set_choices($game_temp.choices) # determine x and y coords for choice window if $game_system.choice_justification == LEFT @choice_window.x = self.x else @choice_window.x = self.x + self.width - @choice_window.width end if $game_system.choice_position == ABOVE # check to make sure there is enough room above the textbox if self.y < @choice_window.height # not enough room above, place below @choice_window.y = self.y + self.height else # draw above @choice_window.y = self.y - @choice_window.height end elsif $game_system.choice_position == BOTTOM # check to make sure there is enough room below the textbox if (480 - self.y - self.height) < @choice_window.height # not enough room below, place above @choice_window.y = self.y - @choice_window.height else # draw below @choice_window.y = self.y + self.height end else # side if $game_system.choice_justification == LEFT # check to make sure there's room on the left side if self.y < @choice_window.width # not enough room on the side, check to make sure there's room below if (480 - self.y - self.height) < @choice_window.height # not enough room below, place above @choice_window.y = self.y - @choice_window.height else # draw below @choice_window.y = self.y + self.height end else # place on the left side @choice_window.y = self.y @choice_window.x = self.x - @choice_window.width end else # right # check to make sure there's room on the right side if (680 - (self.y + self.width)) < @choice_window.width # not enough room on the side, check to make sure there's room below if (480 - self.y - self.height) < @choice_window.height # not enough room below, place above @choice_window.y = self.y - @choice_window.height else # draw below @choice_window.y = self.y + self.height end else # place on the left side @choice_window.y = self.y @choice_window.x = self.x + self.width end end end end # If number input if $game_temp.num_input_variable_id > 0 if @input_number_window == nil digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number end # determine x and y coords for number input window if $game_system.choice_justification == LEFT @input_number_window.x = self.x else @input_number_window.x = self.x + self.width - @input_number_window.width end if $game_system.choice_position == ABOVE # check to make sure there is enough room above the textbox if self.y < @input_number_window.height # not enough room above, place below @input_number_window.y = self.y + self.height else # draw above @input_number_window.y = self.y - @choice_window.height end elsif $game_system.choice_position == BOTTOM # check to make sure there is enough room below the textbox if (480 - self.y - self.height) < @input_number_window.height # not enough room below, place above @input_number_window.y = self.y - @input_number_window.height else # draw below @input_number_window.y = self.y + self.height end else # side if $game_system.choice_justification == LEFT # check to make sure there's room on the left side if self.y < @input_number_window.width # not enough room on the side, check to make sure there's room below if (480 - self.y - self.height) < @input_number_window.height # not enough room below, place above @input_number_window.y = self.y - @input_number_window.height else # draw below @input_number_window.y = self.y + self.height end else # place on the left side @input_number_window.y = self.y @input_number_window.x = self.x - @choice_window.width end else # right # check to make sure there's room on the right side if (680 - (self.y + self.width)) < @input_number_window.width # not enough room on the side, check to make sure there's room below if (480 - self.y - self.height) < @input_number_window.height # not enough room below, place above @input_number_window.y = self.y - @input_number_window.height else # draw below @input_number_window.y = self.y + self.height end else # place on the left side @input_number_window.y = self.y @input_number_window.x = self.x + self.width end end end end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if (@contents_showing and $game_system.message_event != -1 and $game_system.shake == 0) or $game_system.animated_faces reset_window(false) end if $game_system.shake != 0 # shake the window if @ascending if @target_x != self.x self.x += 1 else @ascending = false @target_x = self.x - ($game_system.shake * 2) end else if @target_x != self.x self.x -= 1 else @ascending = true @target_x = self.x + ($game_system.shake * 2) end end end @name_window.update if @wait > 0 @wait -= 1 if @wait == 0 terminate_message return end end # If fade in if @fade_in if $game_temp.message_text == "" @fade_in = false return end self.contents_opacity += 24 if $game_system.face_graphic != "" @face.opacity += 24 end if $game_system.comic_enabled and $game_system.message_event != -1 @comic.opacity = self.opacity @comic.visible = self.visible end if $game_system.name != "" @name_window.visible = true if $game_system.name_window @name_window.dummy_window.visible = true end end if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end # write the text if @text != nil and @text != "" speed = $game_system.write_speed if $game_system.text_mode == ALL_AT_ONCE or $game_temp.in_battle while (c = @text.slice!(/./m)) != nil write_char(c) end $game_system.slave_windows.each_value { |window| window.write_all } return end if $game_system.text_skip if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C) # the player is holding the action button, write faster speed /= 3 elsif $game_system.skip_mode == WRITE_ALL and Input.trigger?(Input::C) # the player pressed the action button, write all the text while (c = @text.slice!(/./m)) != nil write_char(c) end $game_system.slave_windows.each_value { |window| window.write_all } return end end while @ignore c = @text.slice!(/./m) if c != nil write_char(c) end end if @pause_time > 0 @pause_time -= 1 return end if Graphics.frame_count - @count >= speed if $game_system.sound_effect != "" Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100) end @count = Graphics.frame_count c = @text.slice!(/./m) if c != nil write_char(c) end end return end if $game_system.animated_faces and $game_system.resting_face != "" @done = true end # If inputting number if @input_number_window != nil @input_number_window.update # Confirm if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true # Dispose of number input window @input_number_window.dispose @input_number_window = nil terminate_message end return end if @wait != 0 return end # If message is being displayed and contents are all written if @contents_showing # if choice if $game_temp.choice_max > 0 if !@choice_window.active @choice_window.visible = true @choice_window.active = true @choice_window.index = 0 end @choice_window.update else # If choice isn't being displayed, show pause sign self.pause = $game_system.show_pause end # Cancel if Input.trigger?(Input:: if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_message end end # Confirm if Input.trigger?(Input::C) and !(@wait > 0) @done = true $game_system.slave_windows.each_value { |window| window.write_all if !window.done @done = false end } if @done if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(@choice_window.index) end terminate_message else @finishing_up = true end end return end if @finishing_up $game_system.slave_windows.each_value { |window| if !window.done @done = true break end } if @done = false terminate_message end end # If display wait message or choice exists when not fading out if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true reset_window refresh Graphics.frame_reset if @show self.visible = true end self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # If message which should be displayed is not shown, but window is visible if self.visible @fade_out = true self.opacity -= 48 @name_window.opacity -= 48 @comic.opacity -= 48 @face.opacity -= 48 if self.opacity == 0 self.visible = false @face.opacity = 0 @choice_window.visible = false @choice_window.active = false @comic.opacity = 0 @name_window.visible = false @name_window.dummy_window.visible = false @name_window.update @fade_out = false $game_temp.message_window_showing = false end return end if $game_temp.battle_calling or $game_temp.shop_calling or $game_temp.name_calling or $game_temp.menu_calling or $game_temp.save_calling or $game_temp.debug_calling $game_system.indy_windows.each_pair {|name, window| if window.show == true window.dispose $game_system.indy_windows.delete(name) end } end end #-------------------------------------------------------------------------- # * Process and write the given character #-------------------------------------------------------------------------- def write_char(c) if c == "\000" # Return to original text c = "\\" end # If \C[n] if c == "\001" # Change text color @text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end # go to next text return end # If \G if c == "\002" # Make gold window if @gold_window == nil @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end # go to next text return end # If \skip if c == "\003" # toggle text skipping $game_system.text_skip = !$game_system.text_skip # go to next text return end # If \b if c == "\004" # toggle bold self.contents.font.bold = !self.contents.font.bold # go to next text return end # If \i if c == "\005" # toggle italics self.contents.font.italic = !self.contents.font.italic # go to next text return end # If \s if c == "\006" # toggle shadow $game_system.shadowed_text = !$game_system.shadowed_text # go to next text return end # If \font if c == "\007" # change font @text.sub!(/\[(.*?)\]/, "") font = $1.to_s $game_system.font = font if font == "" self.contents.font.name = Font.default_name else self.contents.font.name = font end # go to next text return end # If \p[n] if c == "\010" @text.sub!(/\[([0-9]+)\]/, "") @pause_time = $1.to_i # go to next text return end # If \w[n] if c == "\011" @text.sub!(/\[([0-9]+)\]/, "") @wait = $1.to_i # go to next text return end # If \ws[n] if c == "\013" @text.sub!(/\[([0-9]+)\]/, "") $game_system.write_speed = $1.to_i # go to next text return end # If \oa[n] if c == "\014" @text.sub!(/\[([0-9]+)\]/, "") index = $1.to_i @text.sub!(" ", "") item = $data_armors[index] # draw the icon icon = RPG::Cache.icon(item.icon_name) self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24)) @x += 24 # go to next text return end # If \oi[n] if c == "\015" @text.sub!(/\[([0-9]+)\]/, "") index = $1.to_i @text.sub!(" ", "") item = $data_items[index] # draw the icon icon = RPG::Cache.icon(item.icon_name) self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24)) @x += 24 # go to next text return end # If \os[n] if c == "\016" @text.sub!(/\[([0-9]+)\]/, "") index = $1.to_i @text.sub!(" ", "") item = $data_skills[index] # draw the icon icon = RPG::Cache.icon(item.icon_name) self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24)) @x += 24 # go to next text return end # If \ow[n] if c == "\017" @text.sub!(/\[([0-9]+)\]/, "") index = $1.to_i @text.sub!(" ", "") item = $data_weapons[index] # draw the icon icon = RPG::Cache.icon(item.icon_name) self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24)) @x += 24 # go to next text return end # If \tc if c == "\020" # center justify $game_system.text_justification = CENTER get_x_value # go to next text return end # If \tl if c == "\021" # left justify $game_system.text_justification = LEFT get_x_value # go to next text return end # If \tr if c == "\022" # right justify $game_system.text_justification = RIGHT get_x_value # go to next text return end # If \ignr if c == "\023" # set ignore flage @ignore = true # go to next text return end # if \slv if c == "\024" # we need to show a slave window @text.sub!(/\[(.*?)\]/, "") name = $1.to_s $game_system.slave_windows[name].show = true return end # if \ind if c == "\025" # we need to show a independent window @text.sub!(/\[(.*?)\]/, "") name = $1.to_s if $game_system.indy_windows[name].show $game_system.indy_windows[name].dispose $game_system.indy_windows.delete(name) else $game_system.indy_windows[name].show = true end return end # if \c (hex color) if c == "\026" # convert hex color to RGB @text.sub!(/\[([0123456789abcdef]+)\]/, "") hex_code = $1.to_s red = ("0x" + hex_code.slice(0..1)).hex blue = ("0x" + hex_code.slice(2..3)).hex green = ("0x" + hex_code.slice(4..5)).hex self.contents.font.color = Color.new(red, blue, green) return end # If new line text if c == "\n" # Add 1 to y if !@ignore @y += 1 end if @text != "" get_x_value end @ignore = false # go to next text return end if @ignore return end # Draw text line = self.contents.text_size("j").height if $game_system.shadowed_text old_color = self.contents.font.color.clone self.contents.font.color = $game_system.shadow_color self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c) self.contents.font.color = old_color end self.contents.draw_text(4 + @x, line * @y, 40, 32, c) # Add x to drawn text width @x += self.contents.text_size(c).width end def get_x_value # text justification - offset for first line if $game_system.text_justification == CENTER # get the length of the current line w = self.contents.text_size(@text.split("\n")[0]).width @x = (self.width - w - 48) / 2 elsif $game_system.text_justification == RIGHT # get the length of the current line w = self.contents.text_size(@text.split("\n")[0]).width @x = self.width - w - 48 else # left if $game_system.face_graphic == "" @x = 0 else @x = @face_offset end end end end#==============================================================================# ** Window_Choice#------------------------------------------------------------------------------# This message window is used to display choices.#==============================================================================class Window_Choice < Window_Selectable def initialize (choices) super(0, 0, 32, choices.size * 32) self.visible = false self.active = false self.z = 9999 @index = 0 @item_max = choices.size @choices = choices self.contents = Bitmap.new(32, 32) end def refresh # determine necessary width width = 64 for line in @choices width = [width, (self.contents.text_size(line).width + 48)].max end self.width = width self.height = @choices.size * 32 + 32 self.contents = Bitmap.new(width - 32, height - 32) if $game_system.font_color.nil? self.contents.font.color = normal_color else self.contents.font.color = $game_system.font_color end if $game_system.windowskin != "" self.windowskin = RPG::Cache.windowskin($game_system.windowskin) else self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name) end # draw choices y = 0 for line in @choices # Draw text if $game_system.shadowed_text old_color = self.contents.font.color.clone self.contents.font.color = $game_system.shadow_color self.contents.draw_text(6, 32 * y + 2, width, 32, line) self.contents.font.color = old_color end self.contents.draw_text(4, y * 32, width, 32, line) y += 1 end end def set_choices(choices) @choices = choices @item_max = @choices.size for choice in @choices choice.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } choice.gsub!(/\\[Nn]\[([0-9]+)\]/) { $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" } end refresh endend#==============================================================================# ** Window_Name#------------------------------------------------------------------------------# This window is used to display names above the message window. Uncomment# and modify the various sections to customize.#==============================================================================class Window_Name < Window_Base attr_accessor :dummy_window def initialize super(0, 0, 32, 64) self.contents = Bitmap.new(32, 32) self.opacity = 0 @dummy_window = Window_Dummy.new self.visible = false end def set_name(name) @name = name refresh end def refresh if @name == nil return end self.width = self.contents.text_size(@name).width + 48 self.contents = Bitmap.new(width - 32, height - 32) if $game_system.name_window @dummy_window.x = self.x @dummy_window.y = self.y + 12 @dummy_window.set(height - 24, width - 12) end # uncomment this and change the font to give the name window a fancy font #self.contents.font.name = "Ariel" self.contents.font.color = Color.new(0, 0, 0, 255) self.contents.draw_text(0, 0, self.width, 32, @name) self.contents.draw_text(0, 2, self.width, 32, @name) self.contents.draw_text(2, 0, self.width, 32, @name) self.contents.draw_text(2, 2, self.width, 32, @name) # change the color to give the name window a seperate color self.contents.font.color = normal_color self.contents.draw_text(1, 1, self.width, 32, @name) end def update super if $game_system.name_window @dummy_window.x = self.x @dummy_window.y = self.y + 12 @dummy_window.update end end def dispose @dummy_window.dispose super endendclass Window_Dummy < Window_Base def initialize super(0, 0, 32, 64) self.z = 9999 self.visible = false end def set(height, width) self.height = height self.width = width end def update super if $game_system.windowskin != "" self.windowskin = RPG::Cache.windowskin($game_system.windowskin) else self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name) end endend#==============================================================================# ** Window_Slave#------------------------------------------------------------------------------# These are slave windows to the main message window. They will close when # the user terminates them. Initial settings are identical to the main # message window, with one exception. When in normal mode, it will apear# above if the main message is below, below if it is above or centered. Use# message codes to change the settings for this window.#==============================================================================class Window_Slave < Window_Base attr_accessor :show attr_reader :done def write_all @write_all = true end #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize (text) super(0, 0, 33, 33) @text = text # x-coordinate depends on justification if @justification == RIGHT self.x = 640 - self.width elsif @justification == LEFT self.x = 0 else # center self.x = (640 - self.width) / 2 end # y-coordinate depends on height self.y = 480 - $game_system.window_height - 16 self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 @fade_in = false @fade_out = false @contents_showing = false # face graphic sprite @face = Sprite.new @face.opacity = 0 @face.z = self.z + 1 @face_offset = 0 # choice window @choice_window = Window_Choice.new([]) @choice_window.back_opacity = $game_system.back_opacity @comic_style = $game_system.comic_style @name = $game_system.name # comic sprite @comic = Sprite.new @comic.opacity = 0 @comic.z = self.z + 1 if @comic_style == TALK1 @comic.bitmap = RPG::Cache.windowskin("talk1") elsif @comic_style == TALK2 @comic.bitmap = RPG::Cache.windowskin("talk2") else # thought @comic.bitmap = RPG::Cache.windowskin("thought") end @pause_time = 0 @wait = 0 @mode = $game_system.ums_mode self.height = $game_system.window_height self.width = $game_system.window_width @justification = $game_system.window_justification @face_graphic = $game_system.face_graphic @face_graphic_justification = $game_system.face_graphic_justification @message_event = $game_system.message_event if $game_system.message_position == 2 # down @message_position = 0 else @message_postion = 2 end @face_graphic_position = $game_system.face_graphic_position if $game_system.font == "" @font = Font.default_name else @font = $game_system.font end @text_justification = $game_system.text_justification @shake = $game_system.shake @face_frame = 0 refresh end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end @face.dispose @choice_window.dispose @comic.dispose if @name_window != nil @name_window.dispose end super end #-------------------------------------------------------------------------- # * Terminate Message #-------------------------------------------------------------------------- def terminate_message self.active = false self.pause = false self.contents.clear # Clear showing flag @contents_showing = false # Call message callback if $game_temp.message_proc != nil $game_temp.message_proc.call end # Clear variables related to text, choices, and number input $game_temp.message_text = nil $game_temp.message_proc = nil $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 $game_temp.choice_proc = nil $game_temp.num_input_start = 99 $game_temp.num_input_variable_id = 0 $game_temp.num_input_digits_max = 0 # Open gold window if @gold_window != nil @gold_window.dispose @gold_window = nil end @choice_window.visible = false @choice_window.active = false @comic.opacity = 0 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear if $game_system.font_color.nil? self.contents.font.color = normal_color else self.contents.font.color = $game_system.font_color end if $game_system.windowskin != "" self.windowskin = RPG::Cache.windowskin($game_system.windowskin) else self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name) end @x = @y = 0 # If waiting for a message to be displayed if @text != nil # replace shortcuts with original code $game_system.shortcuts.each { |shortcut, code| @text.gsub!(shortcut, code) } # Control text processing begin last_text = @text.clone @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } end until @text == last_text @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end # window mode if @text.index(/\\[Mm]/) != nil if $game_system.ums_mode == NORMAL_MODE @mode = FIT_WINDOW_TO_TEXT else @mode = NORMAL_MODE end @text.gsub!(/\\[Mm]/) { "" } end # window height @text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do self.height = $1.to_i "" end # window width @text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do self.width = $1.to_i "" end # justification @text.gsub!(/\\[Jj][Rr]/) do @justification = RIGHT reset_window "" end @text.gsub!(/\\[Jj][Cc]/) do @justification = CENTER reset_window "" end @text.gsub!(/\\[Jj][Ll]/) do @justification = LEFT reset_window "" end # face graphics @text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do @face_graphic = $1.to_s if $1.to_s == "" @face.opacity = 0 end "" end @text.gsub!(/\\[Ff][Ll]/) do @face_graphic_justification = LEFT "" end @text.gsub!(/\\[Ff][Rr]/) do @face_graphic_justification = RIGHT "" end # event centering @text.gsub!(/\\[Ee]\[([0-9]+)\]/) do @message_event = $1.to_i "" end # comic thingy @text.gsub!(/\\[Tt]1/) do @comic_style = TALK1 @comic.bitmap = RPG::Cache.windowskin("talk1.png") "" end @text.gsub!(/\\[Tt]2/) do @comic_style = TALK2 @comic.bitmap = RPG::Cache.windowskin("talk2.png") "" end @text.gsub!(/\\[Tt][Hh]/) do @comic_style = THOUGHT @comic.bitmap = RPG::Cache.windowskin("thought.png") "" end # name window @text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do @name = $1.to_s if $1.to_s == "" and @name_window != nil @name_window.visible = false end "" end if @name != "" # name window @name_window = Window_Name.new @name_window.z = self.z + 1 @name_window.set_name(@name) end # shaking @text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do @shake = $1.to_i "" end # back opacity @text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do self.back_opacity = $1.to_i "" end # opacity @text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do self.opacity = $1.to_i "" end # Change "\\\\" to "\000" for convenience @text.gsub!(/\\\\/) { "\000" } # Change "\\C" to "\001" and "\\G" to "\002" @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } @text.gsub!(/\\[Gg]/) { "\002" } @text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" } # text skip code @text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" } # ignore code @text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" } # bold and italics @text.gsub!(/\\[Bb]/) { "\004" } @text.gsub!(/\\[Ii]/) { "\005" } # shadow @text.gsub!(/\\[Ss]/) { "\006" } # font @text.gsub!(/\\[Ff][Oo][Nn][Tt]\[(.*?)\]/) { "\007[#{$1}]" } # pause and wait @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" } @text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" } # write speed @text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" } # armor, items, skills, and weapons @text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) { item = $data_armors[$1.to_i] "\014[#{$1}]" + " " + item.name } @text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) { item = $data_items[$1.to_i] "\015[#{$1}]" + " " + item.name } @text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) { item = $data_skills[$1.to_i] "\016[#{$1}]" + " " + item.name } @text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) { item = $data_weapons[$1.to_i] "\017[#{$1}]" + " " + item.name } # text justification @text.gsub!(/\\[Tt][Cc]/) { "\020" } @text.gsub!(/\\[Tt][Ll]/) { "\021" } @text.gsub!(/\\[Tt][Rr]/) { "\022" } # Resize the window to fit the contents? if @mode == FIT_WINDOW_TO_TEXT width = 1 text = @text.split("\n") height = 0 i = 0 for line in text # don't count this line's width if it has the ignr code if !line.include?("\023") width = [width, self.contents.text_size(line).width].max delta = self.contents.text_size(line).height height += delta + (6 * i) + 3 if i < 3 i += 1 end end end if @face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM) width += @face.bitmap.width if height < @face.bitmap.height height = @face.bitmap.height - 32 end end if height == 0 height = 1 end self.width = width + 48 self.height = height + 48 self.contents = Bitmap.new(width + 16, height) if $game_system.font_color.nil? self.contents.font.color = normal_color else self.contents.font.color = $game_system.font_color end else if self.width != $game_system.window_height or self.height != $game_system.window_width self.width = $game_system.window_width self.height = $game_system.window_height self.contents = Bitmap.new(self.width - 32, self.height - 32) if $game_system.font_color.nil? self.contents.font.color = normal_color else self.contents.font.color = $game_system.font_color end end end reset_window get_x_value @count = Graphics.frame_count @pause_time = 0 @ignore = false @done = false @face_frame = 0 end # If number input if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end #-------------------------------------------------------------------------- # * Set Window Position and Opacity Level #-------------------------------------------------------------------------- def reset_window (change_opacity = true) # x-coordinate depends on justification if @message_event == -1 if @justification == RIGHT self.x = 640 - self.width elsif @justification == LEFT self.x = 0 else # center self.x = (640 - self.width) / 2 end else if @message_event == 0 or $game_map.events[@message_event] == nil # center on player event_x = $game_player.screen_x else # center on the event specified event_x = $game_map.events[@message_event].screen_x end self.x = event_x - self.width / 2 @comic.x = self.x + (self.width / 2) + 4 end if $game_temp.in_battle self.y = 16 else if @message_event == -1 case @message_position when 0 # up self.y = 16 when 1 # middle self.y = (480 - self.height) / 2 when 2 # down self.y = 480 - self.height - 24 end else if @message_event == 0 or $game_map.events[@message_event] == nil # above player self.y = $game_player.screen_y - self.height - 48 else # above event specified self.y = $game_map.events[@message_event].screen_y - self.height - 48 end @comic.y = self.y + self.height - 2 end end if self.y < 0 + (@name == "" ? 0 : 16) self.y = 0 + (@name == "" ? 0 : 16) elsif self.y > 480 - self.height self.y = 480 - self.height end if self.x < 0 self.x = 0 elsif self.x > 680 - self.width - 48 self.x = 640 - self.width end if change_opacity if $game_system.message_frame == 0 self.opacity = 255 else self.opacity = 0 end self.back_opacity = $game_system.back_opacity end # face stuff if @face_graphic != "" # the player has chosen to show a face graphic if @done and $game_system.resting_face != "" @face.bitmap = RPG::Cache.picture(@face_graphic + $game_system.resting_face) if @face_frame * $game_system.face_frame_width >= @face.bitmap.width @face_frame = 0 end else @face.bitmap = RPG::Cache.picture(@face_graphic) end # picture y-coordinate if @face_graphic_position == ABOVE @face.y = self.y - @face.bitmap.height @face_offset = 0 elsif @face_graphic_position == CENTER delta = (@face.bitmap.height - self.height) / 2 @face.y = self.y - delta if $game_system.animated_faces @face_offset = $game_system.face_frame_width + 16 else @face_offset = @face.bitmap.width + 16 end elsif @face_graphic_position == BOTTOM @face.y = self.y + self.height - @face.bitmap.height if $game_system.animated_faces @face_offset = $game_system.face_frame_width + 16 else @face_offset = @face.bitmap.width + 16 end else # side delta = (@face.bitmap.height - self.height) / 2 @face.y = self.y - delta @face_offset = 0 end # picture x-coordinate if @face_graphic_justification == LEFT if @face_graphic_position == SIDE @face.x = self.x - @face.bitmap.width else @face.x = self.x + 10 end else if $game_system.animated_faces offset = @face.bitmap.width - $game_system.face_frame_width else offset = 0 end if @face_graphic_position == SIDE @face.x = self.x + self.width + offset else @face.x = self.x + self.width - @face.bitmap.width - 10 + offset @face_offset = 0 end end if $game_system.animated_faces @face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height) if @done and $game_system.resting_face != "" pause = $game_system.resting_animation_pause else pause = $game_system.animation_pause end if Graphics.frame_count % pause == 0 @animate_face = true end if @animate_face if Graphics.frame_count % 3 == 0 @face_frame += 1 if @face_frame * $game_system.face_frame_width >= @face.bitmap.width @face_frame = 0 @animate_face = false end end end end end # name window if @name != "" and @name != nil @name_window.set_name(@name) @name_window.x = self.x @name_window.y = self.y - 36 end # If choice if $game_temp.choice_max > 0 @choice_window.set_choices($game_temp.choices) # determine x and y coords for choice window if $game_system.choice_justification == LEFT @choice_window.x = self.x else @choice_window.x = self.x + self.width - @choice_window.width end if $game_system.choice_position == ABOVE # check to make sure there is enough room above the textbox if self.y < @choice_window.height # not enough room above, place below @choice_window.y = self.y + self.height else # draw above @choice_window.y = self.y - @choice_window.height end elsif $game_system.choice_position == BOTTOM # check to make sure there is enough room below the textbox if (480 - self.y - self.height) < @choice_window.height # not enough room below, place above @choice_window.y = self.y - @choice_window.height else # draw below @choice_window.y = self.y + self.height end else # side if $game_system.choice_justification == LEFT # check to make sure there's room on the left side if self.y < @choice_window.width # not enough room on the side, check to make sure there's room below if (480 - self.y - self.height) < @choice_window.height # not enough room below, place above @choice_window.y = self.y - @choice_window.height else # draw below @choice_window.y = self.y + self.height end else # place on the left side @choice_window.y = self.y @choice_window.x = self.x - @choice_window.width end else # right # check to make sure there's room on the right side if (680 - (self.y + self.width)) < @choice_window.width # not enough room on the side, check to make sure there's room below if (480 - self.y - self.height) < @choice_window.height # not enough room below, place above @choice_window.y = self.y - @choice_window.height else # draw below @choice_window.y = self.y + self.height end else # place on the left side @choice_window.y = self.y @choice_window.x = self.x + self.width end end end end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if !@show return else self.visible = true if @face_graphic != "" @face.opacity = 255 end if $game_system.comic_enabled and @message_event != -1 @comic.opacity = 255 end if @name != "" @name_window.visible = true end if @input_number_window != nil @input_number_window.contents_opacity = 255 end reset_window end if (@contents_showing and $game_system.message_event != -1 and @shake == 0) or $game_system.animated_faces reset_window(false) end if $game_system.shake != 0 # shake the window if @ascending if @target_x != self.x self.x += 1 else @ascending = false @target_x = self.x - ($game_system.shake * 2) end else if @target_x != self.x self.x -= 1 else @ascending = true @target_x = self.x + ($game_system.shake * 2) end end end if @wait > 0 @wait -= 1 if @wait == 0 terminate_message return end end # If fade in if @fade_in self.contents_opacity += 24 if @face_graphic != "" @face.opacity += 24 end if $game_system.comic_enabled and @message_event != -1 @comic.opacity += 24 end if @name != "" @name_window.visible = true end if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end # write the text if @text != nil and @text != "" speed = $game_system.write_speed if $game_system.text_skip if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C) # the player is holding the action button, write faster speed /= 3 elsif $game_system.skip_mode == WRITE_ALL and @write_all # the player pressed the action button, write all the text while (c = @text.slice!(/./m)) != nil write_char(c) end return end end while @ignore c = @text.slice!(/./m) if c != nil write_char(c) end end if @pause_time > 0 @pause_time -= 1 return end if Graphics.frame_count - @count >= speed if $game_system.sound_effect != "" Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100) end @count = Graphics.frame_count c = @text.slice!(/./m) if c != nil write_char(c) end end return end @done = true # If inputting number if @input_number_window != nil @input_number_window.update # Confirm if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true # Dispose of number input window @input_number_window.dispose @input_number_window = nil terminate_message end return end if @wait != 0 return end # If message is being displayed and contents are all written if @contents_showing # if choice if $game_temp.choice_max > 0 if !@choice_window.active @choice_window.visible = true @choice_window.active = true @choice_window.index = 0 end @choice_window.update else # If choice isn't being displayed, show pause sign self.pause = true end return end end #-------------------------------------------------------------------------- # * Process and write the given character #-------------------------------------------------------------------------- def write_char(c) if c == "\000" # Return to original text c = "\\" end # If \C[n] if c == "\001" # Change text color @text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end # go to next text return end # If \G if c == "\002" # Make gold window if @gold_window == nil @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end # go to next text return end # If \skip if c == "\003" # toggle text skipping #$game_system.text_skip = !$game_system.text_skip # go to next text return end # If \b if c == "\004" # toggle bold self.contents.font.bold = !self.contents.font.bold # go to next text return end # If \i if c == "\005" # toggle italics self.contents.font.italic = !self.contents.font.italic # go to next text return end # If \s if c == "\006" # toggle shadow #$game_system.shadowed_text = !$game_system.shadowed_text # go to next text return end # If \font if c == "\007" # change font @text.sub!(/\[(.*?)\]/, "") font = $1.to_s @font = font if font == "" self.contents.font.name = Font.default_name else self.contents.font.name = font end # go to next text return end # If \p[n] if c == "\010" @text.sub!(/\[([0-9]+)\]/, "") @pause_time = $1.to_i # go to next text return end # If \w[n] if c == "\011" @text.sub!(/\[([0-9]+)\]/, "") @wait = $1.to_i # go to next text return end # If \ws[n] if c == "\013" @text.sub!(/\[([0-9]+)\]/, "") $game_system.write_speed = $1.to_i # go to next text return end # If \oa[n] if c == "\014" @text.sub!(/\[([0-9]+)\]/, "") index = $1.to_i @text.sub!(" ", "") item = $data_armors[index] # draw the icon icon = RPG::Cache.icon(item.icon_name) self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24)) @x += 24 # go to next text return end # If \oi[n] if c == "\015" @text.sub!(/\[([0-9]+)\]/, "") index = $1.to_i @text.sub!(" ", "") item = $data_items[index] # draw the icon icon = RPG::Cache.icon(item.icon_name) self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24)) @x += 24 # go to next text return end # If \os[n] if c == "\016" @text.sub!(/\[([0-9]+)\]/, "") index = $1.to_i @text.sub!(" ", "") item = $data_skills[index] # draw the icon icon = RPG::Cache.icon(item.icon_name) self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24)) @x += 24 # go to next text return end # If \ow[n] if c == "\017" @text.sub!(/\[([0-9]+)\]/, "") index = $1.to_i @text.sub!(" ", "") item = $data_weapons[index] # draw the icon icon = RPG::Cache.icon(item.icon_name) self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24)) @x += 24 # go to next text return end # If \tc if c == "\020" # center justify @text_justification = CENTER get_x_value # go to next text return end # If \tl if c == "\021" # left justify @text_justification = LEFT get_x_value # go to next text return end # If \tr if c == "\022" # right justify @text_justification = RIGHT get_x_value # go to next text return end # If \ignr if c == "\023" # set ignore flage @ignore = true # go to next text return end # if \c (hex color) if c == "\026" # convert hex color to RGB @text.sub!(/\[([0123456789abcdef]+)\]/, "") hex_code = $1.to_s red = ("0x" + hex_code.slice(0..1)).hex blue = ("0x" + hex_code.slice(2..3)).hex green = ("0x" + hex_code.slice(4..5)).hex self.contents.font.color = Color.new(red, blue, green) return end # If new line text if c == "\n" # Add 1 to y if !@ignore @y += 1 end if @text != "" get_x_value end @ignore = false # go to next text return end if @ignore return end # Draw text line = self.contents.text_size("dj").height if $game_system.shadowed_text old_color = self.contents.font.color.clone self.contents.font.color = $game_system.shadow_color self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c) self.contents.font.color = old_color end self.contents.draw_text(4 + @x, line * @y, 40, 32, c) # Add x to drawn text width @x += self.contents.text_size(c).width end def get_x_value # text justification - offset for first line if @text_justification == CENTER # get the length of the current line w = self.contents.text_size(@text.split("\n")[0]).width @x = (self.width - w - 48) / 2 elsif @text_justification == RIGHT # get the length of the current line w = self.contents.text_size(@text.split("\n")[0]).width @x = self.width - w - 48 else # left if @face_graphic == "" @x = 0 else @x = @face_offset end end endend#==============================================================================# ** Window_InputNumber#------------------------------------------------------------------------------# This window is for inputting numbers, and is used within the# message window.#==============================================================================class Window_InputNumber < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # digits_max : digit count #-------------------------------------------------------------------------- def initialize(digits_max) @digits_max = digits_max @number = 0 # Calculate cursor width from number width (0-9 equal width and postulate) dummy_bitmap = Bitmap.new(32, 32) @cursor_width = dummy_bitmap.text_size("0").width + 8 dummy_bitmap.dispose super(0, 0, @cursor_width * @digits_max + 32, 64) self.contents = Bitmap.new(width - 32, height - 32) self.z += 9999 self.opacity = $game_system.opacity self.back_opacity = $game_system.back_opacity @index = 0 refresh update_cursor_rect end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear if $game_system.font_color.nil? self.contents.font.color = normal_color else self.contents.font.color = $game_system.font_color end if $game_system.windowskin != "" self.windowskin = RPG::Cache.windowskin($game_system.windowskin) else self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name) end s = sprintf("%0*d", @digits_max, @number) for i in 0...@digits_max # Draw text if $game_system.shadowed_text old_color = self.contents.font.color.clone self.contents.font.color = $game_system.shadow_color self.contents.draw_text(i * @cursor_width + 6, 2, 32, 32, s[i,1]) self.contents.font.color = old_color end self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1]) end endend
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