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Messages - Zexion

Pages: [1] 2 3 ... 76
1
Entertainment / Re: RIP Dolores O'Riordan
« on: January 16, 2018, 08:43:06 AM »
I don't listen to music but may her soul rip with japanese bulma :(

2
Welcome! / Re: Tech Geek
« on: January 16, 2018, 07:47:13 AM »
if you play league of legends you'll automatically be cool in my book  :dj:.

3
Welcome! / Re: I AM NOT GUD AT COMPUTAR
« on: January 16, 2018, 07:46:04 AM »
hello fellow neckbeardian

4
Script Requests / Re: Dark Souls styled HUD for Blizz ABS
« on: January 13, 2018, 09:15:52 PM »
I'm willing to make the images u need but to avoid wasting time what is it that you want?
Actually, i'll make the hud you are looking for. Just let me know what you're thinking you want and I'll do it.

5
New Projects / Re: [RMXP]Kingdom Hearts Rebirth 2
« on: January 12, 2018, 07:03:34 PM »
Looks great as always :b

6
Projects / Games / Re: Fighting Robots Quest
« on: January 04, 2018, 10:01:34 PM »
Glad to see updates on this. Definitely gonna be here for that demo :b

7
Troubleshooting / Help / Re: class changeing in single character arpg
« on: October 19, 2017, 08:21:51 AM »
BTW, blizz-abs also has a manual included with the download. I strongly suggest using it. You can find almost everything you need to know by using the search feature in it and it has very detailed instruction on how to use it. There are some known bugs but they probably won't be fixed unfortunately.

8
Lexima Legends IV - Chaos Project / Re: Chaos Project 2.0.0.0 BETA
« on: September 02, 2017, 10:16:18 PM »
 O:) O:) jesus has come and blessed us with this game xD
Gratz on finishing this blizz. I'm honestly lookin forward to seeing a game use xpa nicely!

9
RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« on: July 17, 2017, 08:30:02 AM »
Thanks again. take another level+ lol

10
RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« on: July 16, 2017, 10:33:56 PM »
The bug occurs by standing on the "second half" of the tile. Usually each step is about half a tile with pixel movement on, if you step only once and an event is walking to that square, they will ignore your collision. Also if the event is moving and you move at the same time it seems to cause the same problem. Honestly it doesn't bother me.

11
RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« on: July 10, 2017, 07:56:15 AM »
Oh, nice fix. Thx

12
RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« on: July 10, 2017, 06:12:30 AM »
Ahh that explains it, I'll be going with the 3rd option because it seems like the best work around for this case. Thanks for the quick reply drago!

13
RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« on: July 10, 2017, 03:10:45 AM »
Drago i'm also using it and i noticed that there are some issues with player touch aswell.
The event in question.
(click to show/hide)
I'm trying to just have the player move with direction fix here but it seems to work sometimes and other times i can just walk over it and nothing happens.

14
Code: [Select]
#===================================================
# ■ AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following:  #NEW
# To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================

LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF         

#===================================================
# ▼ CLASS AMS Begins
#===================================================
class AMS
 
 attr_accessor :name_box_x_offset
 attr_accessor :name_box_y_offset
 attr_accessor :font_type
 attr_accessor :name_font_type
 attr_accessor :font_size
 attr_accessor :name_font_size
 attr_accessor :message_box_opacity
 attr_accessor :name_box_skin
 attr_accessor :name_box_text_color
 attr_accessor :message_box_text_color
 attr_accessor :message_box_skin
 attr_accessor :name_box_width
 attr_accessor :name_box_height
 attr_accessor :message_width
 attr_accessor :message_height
 attr_accessor :message_x
 attr_accessor :message_y_bottom
 attr_accessor :message_y_middle
 attr_accessor :message_y_top
 attr_accessor :event_message_x_ofset
 attr_accessor :event_message_y_ofset
 
def initialize
 
 @name_box_x_offset = 0      #Choose the X axis offset of the name bos. default= 0
 @name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
 @name_box_width = 8           #Choose the width of the Name Box. default= 8 
 @name_box_height = 26        #Choose the height of the Name Box. default= 26
 
 @font_type = "Arial"           #Choose the Font Name (Case Sensitive) for message box
 @name_font_type = "Arial"  #Choose the Font Name (Case Sensitive) for Name Box
 @font_size = 24                      #Choose the default Font Size for message box text
 @name_font_size = 24            #Choose the deafault Font Size for Name Box text
 @name_box_text_color= #123        #Choose the Text Color of the Name Box
 @message_box_text_color= #000   #Choose the Text Color of the Message Box
 
 @message_box_opacity = 255            #Choose the opacity of the message window. Default=160
 @message_box_skin = "001-Blue01"   #Choose the WindowSkin for the Message Box
 @name_box_skin = "001-Blue01"       #Choose the WindowSkin for the Name Box
 
 @message_width = 420        #Choose the width size of the message box. Default=480
 @message_height = 130         #Choose the height size of the message box. Default=160
 @message_x = 110                  #Choose the X position of the message box. Default=80
 @message_y_bottom = 320    #Choose the Y bottom position of the message box. Default=304
 @message_y_middle = 160    #Choose the Y middle position of the message box. Default=160
 @message_y_top = 16           #Choose the Y top position of the message box. Default=16
 
 @event_message_x_ofset = 0   #Choose the X position offset of the event message. Default=0
 @event_message_y_ofset = 48   #Choose the Y position offset of the event message. Default=48

end
end
#===================================================
# ▲ CLASS AMS Ends
#===================================================


#===================================================
# ▼ Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable   

alias xrxs9_initialize initialize

def initialize

@alex_skip = false

xrxs9_initialize

if $soundname_on_speak == nil then
  $soundname_on_speak = ""
end

$gaiji_file = "./Graphics/Gaiji/sample.png"

if FileTest.exist?($gaiji_file)
  @gaiji_cache = Bitmap.new($gaiji_file)
else
  @gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end


#--------------------------------------------------------------------------

alias xrxs9_terminate_message terminate_message

def terminate_message
 
if @name_window_frame != nil
  @name_window_frame.dispose
  @name_window_frame = nil
end

if @name_window_text  != nil
  @name_window_text.dispose
  @name_window_text  = nil
end
xrxs9_terminate_message
end

#--------------------------------------------------------------------------

def refresh
 
self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2

if $game_temp.choice_start == 0
  @x = 8
end

if $game_temp.message_text != nil
  @now_text = $game_temp.message_text
  if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
     @face_file = $1 + ".png"
     @x = @face_indent = 128
    if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
      self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
    end
    @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
  end

  begin
  last_text = @now_text.clone
  @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
  end until @now_text == last_text
  @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
    $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
   end
 
  #NEW
  #Dubealex's Stop Skip Text ON-OFF
  @now_text.gsub!(/\\[%]/) { "\100" }
  #End new command
   
  #NEW
  #Dubealex's Show Monster Name Feature
   @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
   $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
   end
   #End new command
   
  #NEW
  #Dubealex's Show Item Price Feature
   @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
   $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
   end
   #End new command
   
  #NEW
  #Dubealex's Show Hero Class Name Feature
   @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
   $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
   end
   #End new command
   
  #NEW
  #Dubealex's Show Current Map Name Feature
   @now_text.gsub!(/\\[Mm]ap/) do
   $game_map.name    != nil ? $game_map.name    : ""
   end
   #End new command
   
  #NEW
  #Dubealex's Choose Name Box Text Color
   @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
   $ams.name_box_text_color=$1.to_i
   @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
   end
   #End new command
   
  name_window_set = false
  if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
    name_window_set = true
    name_text = $1
    @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
  end

  if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
    @popchar = $1.to_i
    if @popchar == -1
      @x = @indent = 48
      @y = 4
    end
    @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
  end

  @max_choice_x = 0
  if @popchar >= 0
    @text_save = @now_text.clone
    @max_x = 0
    @max_y = 4
    for i in 0..3
      line = @now_text.split(/\n/)[3-i]
      @max_y -= 1 if line == nil and @max_y <= 4-i
      next if line == nil
      line.gsub!(/\\\w\[(\w+)\]/) { "" }
      cx = contents.text_size(line).width
      @max_x = cx if cx > @max_x
      if i >= $game_temp.choice_start
        @max_choice_x = cx if cx > @max_choice_x
      end
    end
    self.width = @max_x + 32 + @face_indent
    self.height = (@max_y - 1) * 32 + 64
    @max_choice_x -= 68
    @max_choice_x -= @face_indent*216/128
  else
    @max_x = self.width - 32 - @face_indent
    for i in 0..3
      line = @now_text.split(/\n/)[i]
      next if line == nil
      line.gsub!(/\\\w\[(\w+)\]/) { "" }
      cx = contents.text_size(line).width
      if i >= $game_temp.choice_start
        @max_choice_x = cx if cx > @max_choice_x
      end
    end
    @max_choice_x += 8
  end
  @cursor_width = 0
  @now_text.gsub!(/\\\\/) { "\000" }
  @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
  @now_text.gsub!(/\\[Gg]/) { "\002" }
  @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
  @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
 
   #NEW
   #Dubealex's Permanent Color Change
   @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
     $ams.message_box_text_color= $1.to_i
    @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
     end
   #End of new command
   
   #NEW
   #Dubealex's Font Change Feature
    @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
     buftxt = $1.to_s
     $ams.font_type = buftxt
     @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
     end
   #End of new command
   
  @now_text.gsub!(/\\[.]/) { "\005" }
  @now_text.gsub!(/\\[|]/) { "\006" }
  @now_text.gsub!(/\\[>]/) { "\016" }
  @now_text.gsub!(/\\[<]/) { "\017" }
  @now_text.gsub!(/\\[!]/) { "\020" }
  @now_text.gsub!(/\\[~]/) { "\021" }
  @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
  @now_text.gsub!(/\\[Ii]/) { "\023" }
  @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
  @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
  @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
  @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
 
  reset_window
 
  if name_window_set
    color=$ams.name_box_text_color
    off_x =  $ams.name_box_x_offset
    off_y =  $ams.name_box_y_offset
    space = 2
    x = self.x + off_x - space / 2
    y = self.y + off_y - space / 2
    w = self.contents.text_size(name_text).width + $ams.name_box_width + space
    h = $ams.name_box_height + space
    @name_window_frame = Window_Frame.new(x, y, w, h)
    @name_window_frame.z = self.z + 1
    x = self.x + off_x + 4
    y = self.y + off_y
    @name_window_text  = Air_Text.new(x, y, name_text, color)
    @name_window_text.z = self.z + 2
  end
end

reset_window

if $game_temp.choice_max > 0
  @item_max = @column_max = $game_temp.choice_max
  self.active = true
  self.index = 0
end

if $game_temp.num_input_variable_id > 0
  digits_max = $game_temp.num_input_digits_max
  number = $game_variables[$game_temp.num_input_variable_id]
  @input_number_window = Window_InputNumber.new(digits_max)
  @input_number_window.number = number
  @input_number_window.x = self.x + 8
  @input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end

#--------------------------------------------------------------------------

def update
 
super

if @fade_in
  self.contents_opacity = 255
  if @input_number_window != nil
    @input_number_window.contents_opacity = 255
  end
  if self.contents_opacity == 255
    @fade_in = false
  end
  return
end
@now_text = nil if @now_text == ""

if @now_text != nil and @mid_stop == false
  if @write_wait > 0
    @write_wait -= 1
    return
  end
  text_not_skip = LETTER_BY_LETTER_MODE
  while true
    @max_x = @x if @max_x < @x
    @max_y = @y if @max_y < @y
    if (c = @now_text.slice!(/./m)) != nil
      if c == "\000"
        c = "\\"
      end
     
      if c == "\001"
        @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
        temp_color = $1
        color = temp_color.to_i
        leading_x = temp_color.to_s.slice!(/./m)
        if leading_x == "#"
          self.contents.font.color = hex_color(temp_color)
          next
        end
        if color >= 0 and color <= 7
          self.contents.font.color = text_color(color)
        end
        next
      end

      if c == "\002"
        if @gold_window == nil and @popchar <= 0
          @gold_window = Window_Gold.new
          @gold_window.x = 560 - @gold_window.width
          if $game_temp.in_battle
            @gold_window.y = 192
          else
            @gold_window.y = self.y >= 128 ? 32 : 384
          end
          @gold_window.opacity = self.opacity
          @gold_window.back_opacity = self.back_opacity
        end
        c = ""
      end

      if c == "\003"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        speed = $1.to_i
        if speed >= 0 and speed <= 19
          @write_speed = speed
        end
        c = ""
      end

      if c == "\004"
        @now_text.sub!(/\[(.*?)\]/, "")
        buftxt = $1.dup.to_s
        if buftxt.match(/\//) == nil and buftxt != "" then
          $soundname_on_speak = "Audio/SE/" + buftxt
        else
          $soundname_on_speak = buftxt.dup
        end
        c = ""
      elsif c == "\004"
        c = ""
      end
     
      if c == "\005"
        @write_wait += 5
        c = ""
      end
     
      if c == "\006"
        @write_wait += 20
        c = ""
      end
     
      if c == "\016"
        text_not_skip = false
        c = ""
      end
     
      if c == "\017"
        text_not_skip = true
        c = ""
      end
     
      if c == "\020"
        @mid_stop = true
        c = ""
      end
     
      if c == "\021"
        terminate_message
        return
      end
     
      if c == "\023"
        @indent = @x
        c = ""
      end

      if c == "\024"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @opacity = $1.to_i
        color = self.contents.font.color
        self.contents.font.name = $ams.font_type
        self.contents.font.size = $ams.font_size
        self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
        c = ""
      end

      if c == "\025"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        self.contents.font.size = [[$1.to_i, 6].max, 32].min
        c = ""
      end

      if c == "\026"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += $1.to_i
        c = ""
      end
     
      if c == "\027"
        @now_text.sub!(/\[(.*?)\]/, "")
        @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
        if $soundname_on_speak != ""
          Audio.se_play($soundname_on_speak)
        end
      c = ""
      end

      if c == "\030"
        @now_text.sub!(/\[(.*?)\]/, "")
        self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
        if $soundname_on_speak != ""
          Audio.se_play($soundname_on_speak)
        end
        @x += 24
        c = ""
      end

      if c == "\n"
        @lines += 1
        @y += 1
        @x = @indent + @face_indent
        if @lines >= $game_temp.choice_start
          @y = $game_temp.choice_start
          @x = (4 + @indent + @face_indent)
          @x += (@max_choice_x + 4) * (@lines - @y)
          @cursor_width = @max_choice_x + 4
        end
        c = ""
      end
     
      if c == "\022"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
        c = ""
      end
     
      #NEW
      #Dubealex's Text Skip On/OFF Command
       if c == "\100"
          if @alex_skip==false
             @alex_skip=true
          else
            @alex_skip=false
          end
         c = ""
       end 
       #end of new command
                                   
      if c != ""
        self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
        @x += self.contents.text_size(c).width
        if $soundname_on_speak != "" then
          Audio.se_play($soundname_on_speak)
        end
      end
     
#SKIP_TEXT_CODE

# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z

  if Input.press?(Input::C) # <-- Change the value on that line
    if @alex_skip==false     
    text_not_skip = false
    end
      end
    else
      text_not_skip = true
      break
    end
   
    if text_not_skip
      break
    end
  end
  @write_wait += @write_speed
  return
end

if @input_number_window != nil
  @input_number_window.update
  if Input.trigger?(Input::C)
    $game_system.se_play($data_system.decision_se)
    $game_variables[$game_temp.num_input_variable_id] =
      @input_number_window.number
    $game_map.need_refresh = true
    @input_number_window.dispose
    @input_number_window = nil
    terminate_message
  end
  return
end

if @contents_showing
  if $game_temp.choice_max == 0
    self.pause = true
  end
 
  if Input.trigger?(Input::B)
    if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
      $game_system.se_play($data_system.cancel_se)
      $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
      terminate_message
    end
  end
 
  if Input.trigger?(Input::C)
    if $game_temp.choice_max > 0
      $game_system.se_play($data_system.decision_se)
      $game_temp.choice_proc.call(self.index)
    end
    if @mid_stop
      @mid_stop = false
      return
    else
      terminate_message
    end
  end
  return
end

if @fade_out == false and $game_temp.message_text != nil
  @contents_showing = true
  $game_temp.message_window_showing = true
  refresh
  Graphics.frame_reset
  self.visible = true
  self.contents_opacity = 0
  if @input_number_window != nil
    @input_number_window.contents_opacity = 0
  end
  @fade_in = true
  return
end

if self.visible
  @fade_out = true
  self.opacity = 0
  if self.opacity == 0
    self.visible = false
    @fade_out = false
    $game_temp.message_window_showing = false
  end
  return
end
end

#--------------------------------------------------------------------------

def get_character(parameter)

case parameter
when 0 
  return $game_player
else
  events = $game_map.events
  return events == nil ? nil : events[parameter]
end
end

#--------------------------------------------------------------------------

def reset_window

#MESSAGE_SIZE
#MESSAGE_POSITION

if @popchar >= 0
  events = $game_map.events
  if events != nil
    character = get_character(@popchar)
    x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
    y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
    self.x = x
    self.y = y
  end
elsif @popchar == -1
  self.x = -4
  self.y = -4
  self.width = 648
  self.height = 488
else
  if $game_temp.in_battle
    self.y = 16
  else
    case $game_system.message_position
    when 0 
      self.y = $ams.message_y_top
    when 1 
      self.y = $ams.message_y_middle
    when 2 
      self.y = $ams.message_y_bottom
    end
    self.x = $ams.message_x
    if @face_file == nil
      self.width = $ams.message_width
      self.x = $ams.message_x
    else
      if self.width <= 600
        self.width = 600
        self.x -=60
       end
    end
    self.height = $ams.message_height
  end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
 self.contents.font.size = $ams.font_size
if @face_file != nil
  self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
  self.opacity = 255
  self.back_opacity = 0
elsif $game_system.message_frame == 0
  self.opacity = 255
  self.back_opacity = $ams.message_box_opacity
else
  self.opacity = 0
  self.back_opacity = $ams.message_box_opacity
end
end

#--------------------------------------------------------------------------

def gaiji_draw(x, y, num)

if @gaiji_cache == nil
  return 0
else
  if @gaiji_cache.width < num * 24
    return 0
  end

  if self.contents.font.size >= 20 and self.contents.font.size <= 24
    size = 24
  else
    size = self.contents.font.size * 100 * 24 / 2200
  end

  self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

  if $soundname_on_speak != "" then
    Audio.se_play($soundname_on_speak)
  end
  return size
end
end

#--------------------------------------------------------------------------

def line_height
return 32

if self.contents.font.size >= 20 and self.contents.font.size <= 24
  return 32
else
  return self.contents.font.size * 15 / 10
end
end

#--------------------------------------------------------------------------

def ruby_draw_text(target, x, y, str,opacity)

sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil

height = sizeback + rubysize
width  = target.text_size(split_s[0]).width

target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback

buf_width = [target.text_size(split_s[0]).width, ruby_width].max

width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

if opacity == 255
  target.font.size = rubysize
  target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
  target.font.size = sizeback
  target.draw_text(x, y, width, target.font.size, split_s[0])
  return width
else
  if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
    @opacity_text_buf.dispose
    @opacity_text_buf = Bitmap.new(buf_width, height)
  else
    @opacity_text_buf.clear
  end
  @opacity_text_buf.font.size = rubysize
  @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
  @opacity_text_buf.font.size = sizeback
  @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
  if sub_x >= 0
    target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
  else
    target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
  end
  return width
end
end

#--------------------------------------------------------------------------

def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!

case option
when "i"
  unless $data_items[index].name == nil
    r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
  end
when "w"
  unless $data_weapons[index].name == nil
    r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
  end
when "a"
  unless $data_armors[index].name == nil
    r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
  end
when "s"
  unless $data_skills[index].name == nil
    r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
  end
else
  r = $game_variables[index]
end

r == nil ? r = "" : nil
return r
end

#--------------------------------------------------------------------------

def dispose
terminate_message

if @gaiji_cache != nil
  unless @gaiji_cache.disposed?
    @gaiji_cache.dispose
  end
end

unless @opacity_text_buf.disposed?
  @opacity_text_buf.dispose
end

$game_temp.message_window_showing = false
if @input_number_window != nil
  @input_number_window.dispose
end
super
end

#--------------------------------------------------------------------------

  def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      x = @indent + @face_indent
      x += (@max_choice_x + 4) * (n - 1)
      y = $game_temp.choice_start * 32
      self.cursor_rect.set(x, y, @cursor_width, 32)
    else
      self.cursor_rect.empty
    end
  end
 
#--------------------------------------------------------------------------
end
#=========================================
# ▲ CLASS Window_Message Ends
#=========================================


#=========================================
# ▼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base

def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end

#--------------------------------------------------------------------------

def dispose
super
end
end
#=========================================
# ▲ CLASS Window_Frame Ends
#=========================================


#=========================================
# ▼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map

#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
 $map_infos[@map_id]
end
end
#=========================================
# ▲ CLASS Game_Map Additional Code Ends
#=========================================


#=========================================
# ▼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title

#Dubealex's Addition (from XRXS) to show Map Name on screen
 $map_infos = load_data("Data/MapInfos.rxdata")
 for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
 end
 
 #Dubealex's addition to save data from the AMS in the save files
 $ams = AMS.new
 
end
#=========================================
# ▲ CLASS Scene_Title Additional Code Ends
#=========================================


#=========================================
# ▼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window

#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
  red = 0
  green = 0
  blue = 0
  if string.size != 6
    print("Hex strings must be six characters long.")
    print("White text will be used.")
    return Color.new(255, 255, 255, 255)
  end
  for i in 1..6
    s = string.slice!(/./m)
    if s == "#"
      print("Hex color string may not contain the \"#\" character.")
      print("White text will be used.")
      return Color.new(255, 255, 255, 255)
    end
    value = hex_convert(s)
    if value == -1
      print("Error converting hex value.")
      print("White text will be used.")
      return Color.new(255, 255, 255, 255)
    end
    case i
    when 1
      red += value * 16
    when 2
      red += value
    when 3
      green += value * 16
    when 4
      green += value
    when 5
      blue += value * 16
    when 6
      blue += value
    end
  end
  return Color.new(red, green, blue, 255)
end

#--------------------------------------------------------------------------

def hex_convert(character)
  case character
   when "0"
     return 0
  when "1"
     return 1
  when "2"
     return 2
  when "3"
     return 3
  when "4"
     return 4
  when "5"
     return 5
  when "6"
     return 6
  when "7"
     return 7
  when "8"
     return 8
  when "9"
     return 9
  when "A"
     return 10
  when "B"
     return 11
  when "C"
     return 12
  when "D"
     return 13
  when "E"
     return 14
  when "F"
     return 15
   end
  return -1
end
end
#=========================================
# ▲ CLASS Window_Base Additional Code Ends
#=========================================


#=========================================
# ▼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base

def initialize(x, y, designate_text, color=0)
 
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity      = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end

#--------------------------------------------------------------------------

def dispose
self.contents.clear
super
end
end
#==========================================
# ▲ CLASS Air_Text  Ends
#==========================================


#===================================================
# ▼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
 
 alias ams_original_write_save_data write_save_data
 
 def write_save_data(file)
   ams_original_write_save_data(file)
   Marshal.dump($ams, file)
 end
 
end
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
 
 alias ams_original_read_save_data read_save_data
 
 def read_save_data(file)
   ams_original_read_save_data(file)
   $ams      = Marshal.load(file)
 end
 
end
#===================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===================================================
There you go, keep in mind. This is intended for short choices, and only about 3 of them. Imagine that your choices use up one "line" on the message box each. At 4 lines the box has to reset and delete the prompt to draw all four. If your question is 1 line you can fit 3 choices if it is 2 lines you can fit 2 choices. After that it will bug because this is just a patch not really a full fix for the problem.

15
Your going to have to mess with it a tiny bit maybe because my AMS is pretty modified but I managed to get this working.
Two Options:
(click to show/hide)
or
If you cant do this on your own then post your script. Also note, this works with my AMS so some of the numbers might need to be changed for yours.

16
do you use any message system scripts? Dubealex, ccoa's, Hermes, etc.

edit: jk lul didnt see that rofl, working on it

17
Welcome! / Re: Hello!!
« on: July 06, 2017, 08:36:48 AM »
I meant to reply to this lmao but i didn't wanna be first XD Welcome to CP and hope you find what you need here! I am one of the few graphics people here so if you ever need some rtp edits or menu stuff lemme know.

18
Projects / Games / Re: Fighting Robots Quest
« on: February 19, 2017, 08:11:32 AM »
I don't think it is necessary to make the 3rd arena more difficult. I went straight to it and could not complete it with my team. I had to go back and catch a few water sims (in the end, i think i only used one). But basically i had to not only catch a couple but level them up a good amount before the gym became easy for me. The thing that made it so easy for kk20 was that he spent literally that entire time grinding when I was continuing the story. He went with a super high level team full of water types so it was easy xD

19
Projects / Games / Re: Fighting Robots Quest
« on: December 31, 2016, 09:47:58 AM »
Well I managed to play through it and not freeze at all, but I was also saving regularly anyway. Overall, the game is perfect I feel. It is a bit difficult at some points, but really not to bad and really the only hard part is after the first arena battle. During that time your bots are pretty weak and items cost a lot, so i died several times (only 5 in total this time according to scientist lol). However, it seems a lot more manageable than the last time i played, and I had not problem progressing. Really enjoyed the arcade, probably going to go back and finish that by getting all the optional items.

One bug that I experienced (not sure if intended or not, but seems weird) after you reach the 3rd arena boss and lose, the steam in area 3 never shuts off. That means you have to walk through it to get to the final boss again, which starts you off blinded if you dont have antiblind items or skills. Just wondering if its a bug or intended to make it a bit more difficult.

I also feel bad that my sister's sim was so weak XD i woulda liked to see her do something with it haha. I feel that it would be harder if she recieved atma instead of dholly but even then, her bot only has around 200 hp and my pony 1 shot it lol.

Anywho, still going to keep playing it as i haven't gone through all the areas with grass and rocks yet. Like I said, the game feels great this time around. Difficult but fun. Good job :P

20
Projects / Games / Re: Fighting Robots Quest
« on: December 29, 2016, 09:38:33 AM »
Just letting you know, we're already playing through this lol. So much content like holy shet xD

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