#==============================================================================
# ** Multiple Message Windows
#------------------------------------------------------------------------------
# Originally written by Wachunga
# Optimized and De-SDK'ed by ForeverZer0
# Blizz Abs Version by LiTTleDRAgo
# 1.5x
# 2006-11-17
#==============================================================================
=begin
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- Credit for the original script is 100% Wachunga. Original map and events
are also Wachunga's original.
- Edits have been made by ForeverZer0 to eliminate the SDK requirement
and improve coding and performance
- I have added a compatibility switch for Blizzard's simple shaded text if you
are you using that, because it doesn't look right with message text. The
switch will disable it whenever a message is showing, but otherwise will
shade everything else.
- This script must be placed below Blizzard's Tons-of-Add-ons if you are
using it. If you don't you will get an error. It has something to do with
the Lagless HUD script. Some bug I couldn't isolate... If you find it, let
me know, else just keep it under Tons.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
This custom message system adds numerous features on top of the default
message system, the most notable being the ability to have multiple message
windows open at once. The included features are mostly themed around turning
messages into speech (and thought) balloons, but default-style messages are
of course still possible.
Note:
This version of the script uses the SDK, available from:
http://www.rmxp.org/forums/showthread.php?t=1802
FEATURES
New in 1.5x
* \f[face_image] = display faceset image
image must be placed in folder pictures and the size
is 80x80
New in 1.5:
* \C[#ffffff] for hexadecimal color
* \C for return to default color
* display name of item, weapon, armor or skill
* \N[In] = display name of item with id n (note the "I")
* \N[Wn] = display name of weapon with id n (note the "W")
* \N[An] = display name of armor with id n (note the "A")
* \N[Sn] = display name of skill with id n (note the "S")
* display icon of item, weapon, armor or skill
* \I[In] = display icon of item with id n (note the "I")
* \I[Wn] = display icon of weapon with id n (note the "W")
* \I[An] = display icon of armor with id n (note the "A")
* \I[Sn] = display icon of skill with id n (note the "S")
* display icon and name of item, weapon, armor or skill
* \I&N[In] = display icon and name of item with id n (note the "I")
* \I&N[Wn] = display icon and name of weapon with id n (note the "W")
* \I&N[An] = display icon and name of armor with id n (note the "A")
* \I&N[Sn] = display icon and name of skill with id n (note the "S")
* new windowskins available
* speech windowskin now definable separately from default windowskin
* fixed bold bug where degree sign would occasionally appear
* input number window now shares parent window's font
* changed \Var[n] back to default of \V[n]
New in 1.1:
* message.autocenter for automatically centering text within messages
* \N[en] for displaying name of enemy with id n (note the "e")
* \MAP for displaying the name of the current map
At a glance:
* multiple message windows
* speech balloons
* position over player/event (follows movement and scrolling)
* optional message tail (for speech or thought balloons)
* can specify location relative to player/event (up, down, left, right)
* thought balloons
* can use different windowskin, message tail and font color
* letter-by-letter mode
* variable speed (and delays)
* skippable on button press
* autoresize messages
* player movement allowed during messages
* if speaker moves offscreen, message closes (like ChronoTrigger)
* everything also works during battle
* settings configurable at anytime
Full list of options:
(Note that all are case *insensitive*.)
=============================================================================
Local (specified in message itself and resets at message end)
=============================================================================
- \L = letter-by-letter mode toggle
- \S[n] = set speed at which text appears in letter-by-letter mode
- \D[n] = set delay (in frames) before next text appears
- \P[n] = position message over event with id n
* use n=0 for player
* in battle, use n=a,b,c,d for actors (e.g. \P[a] for first actor)
and n=1,...,n for enemies (e.g. \P[1] for first enemy)
where order is actually the reverse of troop order (in database)
- \P = position message over current event (default for floating messages)
- \^ = message appears directly over its event
- \v = message appears directly below its event
- \< = message appears directly to the left of its event
- \> = message appears directly to the right of its event
- \B = bold text
- \I = italic text
- \C[#xxxxxx] = change to color specified by hexadecimal (eg. ffffff = white)
- \C = change color back to default
- \! = message autoclose
- \? = wait for user input before continuing
- \+ = make message appear at same time as preceding one
* note: must be at the start of message to work
- \@ = thought balloon
- \N[En] = display name of enemy with id n (note the "E")
- \N[In] = display name of item with id n (note the "I")
- \N[Wn] = display name of weapon with id n (note the "W")
- \N[An] = display name of armor with id n (note the "A")
- \N[Sn] = display name of skill with id n (note the "S")
- \I[In] = display icon of item with id n (note the "I")
- \I[Wn] = display icon of weapon with id n (note the "W")
- \I[An] = display icon of armor with id n (note the "A")
- \I[Sn] = display icon of skill with id n (note the "S")
- \I&N[In] = display icon and name of item with id n (note the "I")
- \I&N[Wn] = display icon and name of weapon with id n (note the "W")
- \I&N[An] = display icon and name of armor with id n (note the "A")
- \I&N[Sn] = display icon and name of skill with id n (note the "S")
- \MAP = display the name of the current map
These are, of course, in addition to the default options:
- \V[n] = display value of variable n
- \N[n] = display name of actor with id n
- \C[n] = change color to n
- \G = display gold window
- \\ = show the '\' character
=============================================================================
Global (specified below or by Call Script and persist until changed)
=============================================================================
Zer0 Note:
If you use any of these in another script, etc. and not a script call, you
will need to place "$game_system." before each command.
Miscellaneous:
- message.move_during = true/false
* allow/disallow player to move during messages
- message.show_pause = true/false
* show/hide "waiting for player" pause graphic
- message.autocenter = true/false
* enable/disable automatically centering text within messages
Speech/thought balloon related:
- message.resize = true/false
* enable/disable automatic resizing of messages (only as big as necessary)
- message.floating = true/false
* enable/disable positioning messages above current event by default
(i.e. equivalent to including \P in every message)
- message.location = TOP, BOTTOM, LEFT or RIGHT
* set default location for floating messages relative to their event
- message.show_tail = true/false
* show/hide message tail for speech/thought balloons
Letter-by-letter related:
- message.letter_by_letter = true/false
* enable/disable letter-by-letter mode (globally)
- message.text_speed = 0-20
* set speed at which text appears in letter-by-letter mode (globally)
- message.skippable = true/false
* allow/disallow player to skip to end of message with button press
Font:
- message.font_name = font
* set font to use for text, overriding all defaults
(font can be any TrueType from Windows/Fonts folder)
- message.font_size = size
* set size of text (default 22), overriding all defaults
- message.font_color = color
* set color of text, overriding all defaults
* you can use same 0-7 as for \C[n] or "#xxxxxx" for hexadecimal
Note that the default thought and shout balloon windowskins don't
stretch to four lines very well (unfortunately).
Thanks:
XRXS code for self-close and wait for input
Slipknot for a convenient approach to altering settings in-game
SephirothSpawn for bitmap rotate method
=end
#==============================================================================
# Settings
#==============================================================================
# Zer0 Edit. Blizzard's Simple Shaded Text just looks kinda funny when used
# on black text (which is default for MMS). If you are using Shaded Text and
# do not want it to display for the message windows, set this to true. It will
# still show for everything else.
Blizzard_Shaded_Text_Fix = true
#----------------------------------------------------------------------------
# Windowskins
#----------------------------------------------------------------------------
# Note: all files must be in the Graphics/Windowskins/ folder
# Tip: tails don't look right on windowskins with gradient backgrounds
# filenames of tail and windowskin used for speech balloons
FILENAME_SPEECH_TAIL = 'w_tail.png'
FILENAME_SPEECH_WINDOWSKIN = 'Chat.png'
# filenames of tail and windowskin used for thought balloons
FILENAME_THOUGHT_TAIL = 'w_tail.png'
FILENAME_THOUGHT_WINDOWSKIN = 'wwskin_n.png'
#----------------------------------------------------------------------------
# Fonts
#----------------------------------------------------------------------------
# Note: if floating or resize (i.e. 'speech balloons') are disabled,
# Font.default_name, Font.default_size and Font.default_color are used
# (you can change these in Main)
# During gameplay, you can use message.font_name etc to override all defaults
# defaults for speech text
SPEECH_FONT_COLOR = "#FFFFFF"
SPEECH_FONT_NAME = ['Zephyr']
SPEECH_FONT_SIZE = 22
# defaults for thought text
THOUGHT_FONT_COLOR = "#000000"
THOUGHT_FONT_NAME = ['Sylfaen']
THOUGHT_FONT_SIZE = 22
# note that you can use an array of fonts for SPEECH_FONT_NAME, etc.
# e.g. ['Verdana', 'MS PGothic']
# (if Verdana is not available, MS PGothic will be used instead)
#----------------------------------------------------------------------------
# Misc
#----------------------------------------------------------------------------
# If using a specialty windowskin (e.g. the default thought balloon one),
# you can force the window width to always be a multiple of the number
# specified in this constant (even when using the resize feature).
# This allows, for example, the windowskin frame to be designed to
# repeat every 16 pixels so that the frame never looks cut off.
THOUGHT_WIDTH_MULTIPLE = 16
# (set to 0 if you're not using any such windowskins)
class Game_Message
# Any of the below can be changed by a Call Script event during gameplay.
# E.g. turn letter-by-letter mode off with: message.letter_by_letter = false
attr_accessor :move_during
attr_accessor :letter_by_letter
attr_accessor :text_speed
attr_accessor :skippable
attr_accessor :resize
attr_accessor :floating
attr_accessor :autocenter
attr_accessor :show_tail
attr_accessor :show_pause
attr_accessor :location
attr_accessor :font_name
attr_accessor :font_size
attr_accessor :font_color
def initialize
# whether or not messages appear one letter at a time
@letter_by_letter = true
# note: can also change within a single message with \L
# the default speed at which text appears in letter-by-letter mode
@text_speed = 1
# note: can also change within a single message with \S[n]
# whether or not players can skip to the end of (letter-by-letter) messages
@skippable = true
# whether or not messages are automatically resized based on the message
@resize = true
# whether or not message windows are positioned above
# characters/events by default, i.e. without needing \P every message
# (only works if resize messages enabled -- otherwise would look very odd)
@floating = true
# whether or not to automatically center lines within the message
@autocenter = true
# whether or not event-positioned messages have a tail(for speech balloons)
# (only works if floating and resized messages enabled -- otherwise would
# look very odd indeed)
@show_tail = true
# whether or not to display "waiting for user input" pause graphic
# (probably want this disabled for speech balloons)
@show_pause = true
# whether the player is permitted to move while messages are displayed
@move_during = false
# the default location for floating messages (relative to the event)
# note that an off-screen message will be "flipped" automatically
@location = TOP
# font details
# overrides all defaults; leave nil to just use defaults (e.g. as above)
@font_name = nil
@font_size = nil
@font_color = nil
end
end
#==============================================================================
# Private constants (don't edit)
#==============================================================================
# used for message.location
TOP = 8
BOTTOM = 2
LEFT = 4
RIGHT = 6
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# This message window is used to display text.
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(msgindex=0)
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9999 + msgindex * 5 # permits messages to overlap legibly 9000
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
@msgindex = msgindex
@tail = Sprite.new
@tail.bitmap =
if @msgindex == 0
RPG::Cache.windowskin(FILENAME_SPEECH_TAIL)
else
# don't use cached version or else all tails
# are rotated when multiple are visible at once
Bitmap.new('Graphics/Windowskins/'+FILENAME_SPEECH_TAIL)
end
# keep track of orientation of tail bitmap
if @tail.bitmap.orientation == nil
@tail.bitmap.orientation = 0
end
# make origin the center, not top left corner
@tail.ox = @tail.bitmap.width/2
@tail.oy = @tail.bitmap.height/2
@tail.z = 9999
@tail.visible = false
if $game_system.message.floating && $game_system.message.resize
@windowskin = FILENAME_SPEECH_WINDOWSKIN
else
# use windowskin specified in database
@windowskin = $game_system.windowskin_name
end
if $game_system.message.floating && $game_system.message.resize
# if used as speech balloons, use constants
@font_name = SPEECH_FONT_NAME
@font_color = check_color(SPEECH_FONT_COLOR)
@font_size = SPEECH_FONT_SIZE
else
# use defaults
@font_name = Font.default_name
@font_color = Font.default_color
@font_size = Font.default_size
end
# override defaults if necessary
if $game_system.message.font_name != nil
@font_name = $game_system.message.font_name
end
if $game_system.message.font_color != nil
@font_color = check_color($game_system.message.font_color)
end
if $game_system.message.font_size != nil
@font_size = $game_system.message.font_size
end
@update_text = true
@letter_by_letter = $game_system.message.letter_by_letter
@text_speed = $game_system.message.text_speed
# id of character for speech balloons
@float_id = nil
# location of box relative to speaker
@location = $game_system.message.location
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
# have to check all windows before claiming that no window is showing
if $game_temp.message_text.compact.empty?
$game_temp.message_window_showing = false
end
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# Clear showing flag
@contents_showing = false
# Clear variables related to text, choices, and number input
@tail.visible = false
# note that these variables are now indexed arrays
$game_temp.message_text[@msgindex] = nil
# Call message callback
if $game_temp.message_proc[@msgindex] != nil
# make sure no message boxes are displaying
if $game_temp.message_text.compact.empty?
$game_temp.message_proc[@msgindex].call
end
$game_temp.message_proc[@msgindex] = nil
end
@update_text = true
$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
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@x = @y = 0 # now instance variables
@float_id = nil
@location = $game_system.message.location
if $game_system.message.floating && $game_system.message.resize
@windowskin = FILENAME_SPEECH_WINDOWSKIN
else
# use windowskin specified in database
@windowskin = $game_system.windowskin_name
end
if $game_system.message.floating && $game_system.message.resize
# if used as speech balloons, use constants
@font_name = SPEECH_FONT_NAME
@font_color = check_color(SPEECH_FONT_COLOR)
@font_size = SPEECH_FONT_SIZE
else
# use default font
@font_name = Font.default_name
@font_color = Font.default_color
@font_size = Font.default_size
end
# override font defaults
if $game_system.message.font_name != nil
@font_name = $game_system.message.font_name
end
if $game_system.message.font_color != nil
@font_color = check_color($game_system.message.font_color)
end
if $game_system.message.font_size != nil
@font_size = $game_system.message.font_size
end
@line_widths = nil
@wait_for_input = false
@tail.bitmap =
if @msgindex == 0
RPG::Cache.windowskin(FILENAME_SPEECH_TAIL)
else
Bitmap.new('Graphics/Windowskins/'+FILENAME_SPEECH_TAIL)
end
RPG::Cache.windowskin(FILENAME_SPEECH_TAIL)
@tail.bitmap.orientation = 0 if @tail.bitmap.orientation == nil
@text_speed = $game_system.message.text_speed
@letter_by_letter = $game_system.message.letter_by_letter
@delay = @text_speed
@player_skip = false
@cursor_width = 0
# Indent if choice
if $game_temp.choice_start == 0
@x = 8
end
# If waiting for a message to be displayed
if $game_temp.message_text[@msgindex] != nil
@text = $game_temp.message_text[@msgindex] # now an instance variable
# 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]\[([0-9]+)\]/) {
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : '' }
@text.gsub!(/\\[Nn][Aa][Mm][Ee]\[([0-9]+)\]/) {
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : '' }
# Change "\\\\" to "\000" for convenience
@text.gsub!(/\\\\/) { "\000" }
@text.gsub!(/\\[Gg]/) { "\002" }
# display icon of item, weapon, armor or skill
@text.gsub!(/\\[Ii]\[([IiWwAaSs][0-9]+)\]/) { "\013[#{$1}]" }
# display name of enemy, item, weapon, armor or skill
@text.gsub!(/\\[Nn]\[([EeIiWwAaSs])([0-9]+)\]/) {
case $1.downcase
when 'e'
entity = $data_enemies[$2.to_i]
when 'i'
entity = $data_items[$2.to_i]
when 'w'
entity = $data_weapons[$2.to_i]
when 'a'
entity = $data_armors[$2.to_i]
when 's'
entity = $data_skills[$2.to_i]
end
entity != nil ? entity.name : '' }
# display icon and name of item, weapon, armor or skill
@text.gsub!(/\\[Ii]&[Nn]\[([IiWwAaSs])([0-9]+)\]/) {
case $1.downcase
when 'e'
entity = $data_enemies[$2.to_i]
when 'i'
entity = $data_items[$2.to_i]
when 'w'
entity = $data_weapons[$2.to_i]
when 'a'
entity = $data_armors[$2.to_i]
when 's'
entity = $data_skills[$2.to_i]
end
entity != nil ? "\013[#{$1+$2}] " + entity.name : '' }
# display name of current map
@text.gsub!(/\\[Mm][Aa][Pp]/) { $game_map.name }
# change font color
@text.gsub!(/\\[Cc]\[([0-9]+|#[0-9A-Fa-f]{6,6})\]/) { "\001[#{$1}]" }
# return to default color
@text.gsub!(/\\[Cc]/) { "\001" }
# toggle letter-by-letter mode
@text.gsub!(/\\[Ll]/) { "\003" }
# change text speed (for letter-by-letter)
@text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\004[#{$1}]" }
# insert delay
@text.gsub!(/\\[Dd]\[([0-9]+)\]/) { "\005[#{$1}]" }
# self close message
@text.gsub!(/\\[!]/) { "\006" }
# wait for button input
@text.gsub!(/\\[?]/) { "\007" }
# bold
@text.gsub!(/\\[Bb]/) { "\010" }
# italic
@text.gsub!(/\\[Ii]/) { "\011" }
@text.gsub!(/\\[Ff]\[(.+?)(?:,(\d+))?\]/) { "\014[#{$1}]" }
# thought balloon
if @text.gsub!(/\\[@]/, '') != nil
@windowskin = FILENAME_THOUGHT_WINDOWSKIN
@font_name = THOUGHT_FONT_NAME
@font_size = THOUGHT_FONT_SIZE
@font_color = check_color(THOUGHT_FONT_COLOR)
@tail.bitmap =
if @msgindex == 0
RPG::Cache.windowskin(FILENAME_THOUGHT_TAIL)
else
Bitmap.new('Graphics/Windowskins/'+FILENAME_THOUGHT_TAIL)
end
@tail.bitmap.orientation = 0 if @tail.bitmap.orientation == nil
end
# Get rid of "\\+" (multiple messages)
@text.gsub!(/\\[+]/, '')
# Get rid of "\\^", "\\v", "\\<", "\\>" (relative message location)
if @text.gsub!(/\\\^/, '') != nil
@location = 8
elsif @text.gsub!(/\\[Vv]/, '') != nil
@location = 2
elsif @text.gsub!(/\\[<]/, '') != nil
@location = 4
elsif @text.gsub!(/\\[>]/, '') != nil
@location = 6
end
# Get rid of "\\P" (position window to given character)
if @text.gsub!(/\\[Pp]\[([0-9]+)\]/, '') != nil
@float_id = $1.to_i
elsif @text.gsub!(/\\[Pp]\[([a-zA-Z])\]/, '') != nil &&
$game_temp.in_battle
@float_id = $1.downcase
elsif @text.gsub!(/\\[Pp]/, '') != nil ||
($game_system.message.floating && $game_system.message.resize) &&
(!$game_temp.in_battle)
@float_id = $game_system.map_interpreter.event_id
end
if $game_system.message.resize || $game_system.message.autocenter
# calculate length of lines
text = @text.clone
temp_bitmap = Bitmap.new(1,1)
temp_bitmap.font.name = @font_name
temp_bitmap.font.size = @font_size
@line_widths = [0,0,0,0]
(0..3).each do |i|
line = text.split(/\n/)[3-i]
if line == nil
next
end
line.gsub!(/[\001-\007](\[[#A-Fa-f0-9]+\])?/, '')
line.gsub!(/\013\[[IiWwAaSs][0-9]+\]/, "\013")
line.chomp.split(//).each do |c|
case c
when "\000"
c = "\\"
when "\010"
# bold
temp_bitmap.font.bold = !temp_bitmap.font.bold
next
when "\011"
# italics
temp_bitmap.font.italic = !temp_bitmap.font.italic
next
when "\013"
# icon
@line_widths[3-i] += 24
next
end
@line_widths[3-i] += temp_bitmap.text_size(c).width
end
if (3-i) >= $game_temp.choice_start
# account for indenting
@line_widths[3-i] += 8 unless $game_system.message.autocenter
end
end
if $game_temp.num_input_variable_id > 0
# determine cursor_width as in Window_InputNumber
# (can't get from @input_number_window because it doesn't exist yet)
cursor_width = temp_bitmap.text_size('0').width + 8
# use this width to calculate line width (+8 for indent)
input_number_width = cursor_width*$game_temp.num_input_digits_max
input_number_width += 8 unless $game_system.message.autocenter
@line_widths[$game_temp.num_input_start] = input_number_width
end
temp_bitmap.dispose
end
resize
reposition if @float_id != nil
self.contents.font.name = @font_name
self.contents.font.size = @font_size
self.contents.font.color = @font_color
self.windowskin = RPG::Cache.windowskin(@windowskin)
# autocenter first line if enabled
# (subsequent lines are done as "\n" is encountered)
if $game_system.message.autocenter && @text != ''
@x = (self.width-40)/2 - @line_widths[0]/2
end
end
end
#--------------------------------------------------------------------------
# * Resize Window
#--------------------------------------------------------------------------
def resize
if !$game_system.message.resize
# reset to defaults
self.width = 480
self.height = 160
self.contents = Bitmap.new(width - 32, height - 32)
self.x = 80 # undo any centering
return
end
max_x = @line_widths.max
max_y = 4
@line_widths.each {|line| max_y -= 1 if line == 0 && max_y > 1}
if $game_temp.choice_max > 0
# account for indenting
max_x += 8 unless $game_system.message.autocenter
end
new_width = max_x + 40
if @windowskin == FILENAME_THOUGHT_WINDOWSKIN && THOUGHT_WIDTH_MULTIPLE >0
# force window width to be a multiple of THOUGHT_WIDTH_MULTIPLE
# so that specialty windowskins (e.g. thought balloon) look right
if new_width % THOUGHT_WIDTH_MULTIPLE != 0
new_width += THOUGHT_WIDTH_MULTIPLE-(new_width%THOUGHT_WIDTH_MULTIPLE)
end
end
self.width = new_width
self.height = max_y * 32 + 32
self.contents = Bitmap.new(width - 32, height - 32)
self.x = 320 - (self.width/2) # center
end
#--------------------------------------------------------------------------
# * Reposition Window
#--------------------------------------------------------------------------
def reposition
if $game_temp.in_battle
if 'abcd'.include?(@float_id) # must be between a and d
@float_id = @float_id[0] - 97 # a = 0, b = 1, c = 2, d = 3
return if $scene.spriteset.actor_sprites[@float_id] == nil
sprite = $scene.spriteset.actor_sprites[@float_id]
else
@float_id -= 1 # account for, e.g., player entering 1 for index 0
return if $scene.spriteset.enemy_sprites[@float_id] == nil
sprite = $scene.spriteset.enemy_sprites[@float_id]
end
char_height = sprite.height
char_width = sprite.width
char_x = sprite.x
char_y = sprite.y - char_height/2
else # not in battle...
char = (@float_id == 0 ? $game_player : $game_map.events[@float_id])
if char == nil
# no such character
@float_id = nil
return
end
# close message (and stop event processing) if speaker is off-screen
if char.screen_x <= 0 || char.screen_x >= 640 ||
char.screen_y <= 0 || char.screen_y > 480
terminate_message
$game_system.map_interpreter.command_115
return
end
char_height = RPG::Cache.character(char.character_name,0).height / 4
char_width = RPG::Cache.character(char.character_name,0).width / 4
# record coords of character's center
char_x = char.screen_x
char_y = char.screen_y - char_height/2
end
params = [char_height, char_width, char_x, char_y]
# position window and message tail
vars = new_position(params)
x = vars[0]
y = vars[1]
# check if any window locations need to be "flipped"
if @location == 4 && x < 0
# switch to right
@location = 6
vars = new_position(params)
x = vars[0]
if (x + self.width) > 640
# right is no good either...
if y >= 0
# switch to top
@location = 8
vars = new_position(params)
else
# switch to bottom
@location = 2
vars = new_position(params)
end
end
elsif @location == 6 && (x + self.width) > 640
# switch to left
@location = 4
vars = new_position(params)
x = vars[0]
if x < 0
# left is no good either...
if y >= 0
# switch to top
@location = 8
vars = new_position(params)
else
# switch to bottom
@location = 2
vars = new_position(params)
end
end
elsif @location == 8 && y < 0
# switch to bottom
@location = 2
vars = new_position(params)
y = vars[1]
if (y + self.height) > 480
# bottom is no good either...
# note: this will probably never occur given only 3 lines of text
x = vars[0]
if x >= 0
# switch to left
@location = 4
vars = new_position(params)
else
# switch to right
@location = 6
vars = new_position(params)
end
end
elsif @location == 2 && (y + self.height) > 480
# switch to top
@location = 8
vars = new_position(params)
y = vars[1]
if y < 0
# top is no good either...
# note: this will probably never occur given only 3 lines of text
x = vars[0]
if x >= 0
# switch to left
@location = 4
vars = new_position(params)
else
# switch to right
@location = 6
vars = new_position(params)
end
end
end
x = vars[0]
y = vars[1]
tail_x = vars[2]
tail_y = vars[3]
# adjust windows if near edge of screen
if x < 0
x = 0
elsif (x + self.width) > 640
x = 640 - self.width
end
if y < 0
y = 0
elsif (y + self.height) > 480
y = 480 - self.height
elsif $game_temp.in_battle && @location == 2 && (y > (320 - self.height))
# when in battle, prevent enemy messages from overlapping battle status
# (note that it could still happen from actor messages, though)
y = 320 - self.height
tail_y = y
end
# finalize positions
self.x = x
self.y = y
@tail.x = tail_x
@tail.y = tail_y
end
#--------------------------------------------------------------------------
# * Determine New Window Position
#--------------------------------------------------------------------------
def new_position(params)
char_height = params[0]
char_width = params[1]
char_x = params[2]
char_y = params[3]
if @location == 8
# top
x = char_x - self.width/2
y = char_y - char_height/2 - self.height - @tail.bitmap.height/2
@tail.bitmap.rotation(0)
tail_x = x + self.width/2
tail_y = y + self.height
elsif @location == 2
# bottom
x = char_x - self.width/2
y = char_y + char_height/2 + @tail.bitmap.height/2
@tail.bitmap.rotation(180)
tail_x = x + self.width/2
tail_y = y
elsif @location == 4
# left
x = char_x - char_width/2 - self.width - @tail.bitmap.width/2
y = char_y - self.height/2
@tail.bitmap.rotation(270)
tail_x = x + self.width
tail_y = y + self.height/2
elsif @location == 6
# right
x = char_x + char_width/2 + @tail.bitmap.width/2
y = char_y - self.height/2
@tail.bitmap.rotation(90)
tail_x = x
tail_y = y + self.height/2
end
return [x,y,tail_x,tail_y]
end
#--------------------------------------------------------------------------
# * Update Text
#--------------------------------------------------------------------------
def update_text
if @text != nil
# Get 1 text character in c (loop until unable to get text)
while ((c = @text.slice!(/./m)) != nil)
# If \\
if c == "\000"
# Return to original text
c = "\\"
end
# If \C[n] or \C[#xxxxxx] or \C
if c == "\001"
# Change text color
@text.sub!(/\[([0-9]+|#[0-9A-Fa-f]{6,6})\]/, '')
if $1 != nil
self.contents.font.color = check_color($1)
else
# return to default color
if $game_system.message.font_color != nil
color = check_color($game_system.message.font_color)
elsif $game_system.message.floating && $game_system.message.resize
color = check_color(SPEECH_FONT_COLOR)
else
# use defaults
color = Font.default_color
end
self.contents.font.color = color
end
# go to next text
next
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
next
end
# If \L
if c == "\003"
# toggle letter-by-letter mode
@letter_by_letter = !@letter_by_letter
# go to next text
next
end
# If \S[n]
if c == "\004"
@text.sub!(/\[([0-9]+)\]/, '')
speed = $1.to_i
if speed >= 0
@text_speed = speed
# reset player skip after text speed change
@player_skip = false
end
return
end
# If \D[n]
if c == "\005"
@text.sub!(/\[([0-9]+)\]/, '')
delay = $1.to_i
if delay >= 0
@delay += delay
# reset player skip after delay
@player_skip = false
end
return
end
# If \!
if c == "\006"
# close message and return from method
terminate_message
return
end
# If \?
if c == "\007"
@wait_for_input = true
return
end
if c == "\010"
# bold
self.contents.font.bold = !self.contents.font.bold
return
end
if c == "\011"
# italics
self.contents.font.italic = !self.contents.font.italic
return
end
if c == "\013"
# display icon of item, weapon, armor or skill
@text.sub!(/\[([IiWwAaSs])([0-9]+)\]/, '')
case $1.downcase
when 'i'
item = $data_items[$2.to_i]
when 'w'
item = $data_weapons[$2.to_i]
when 'a'
item = $data_armors[$2.to_i]
when 's'
item = $data_skills[$2.to_i]
end
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(4+@x, 32*@y+4, bitmap, Rect.new(0, 0, 24, 24))
@x += 24
#self.contents.draw_text(x + 28, y, 212, 32, item.name)
return
end
if c == "\014"
@text.sub!(/\[(.+?)(?:,(\d+))?\]/, '')
face = $1.to_s
if face != ''
terminate_face rescue return
face = RPG::Cache.picture(face)
bitmap = Bitmap.new(80,80)
bitmap.stretch_blt(bitmap.rect, face, face.rect)
@face = Sprite.new
@face.bitmap = bitmap
face_position rescue return
end
return
end
# If new line text
if c == "\n"
# Update cursor width if choice
if @y >= $game_temp.choice_start
width = $game_system.message.autocenter ? @line_widths[@y]+8 : @x
@cursor_width = [@cursor_width, width].max
end
# Add 1 to y
@y += 1
if $game_system.message.autocenter && @text != ''
@x = (self.width-40)/2 - @line_widths[@y]/2
else
@x = 0
# Indent if choice
if @y >= $game_temp.choice_start
@x = 8
end
end
# go to next text
next
end
# Draw text
self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
# Add x to drawn text width
@x += self.contents.text_size( c ).width
# add text speed to time to display next character
@delay += @text_speed unless !@letter_by_letter || @player_skip
return if @letter_by_letter && !@player_skip
end
end
# If choice
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 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.set_font(@font_name, @font_size, @font_color)
@input_number_window.number = number
@input_number_window.x =
if $game_system.message.autocenter
offset = (self.width-40)/2-@line_widths[$game_temp.num_input_start]/2
self.x + offset + 4
else
self.x + 8
end
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
@update_text = false
end
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # up
self.y = 16
when 1 # middle
self.y = 160
when 2 # down
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 220 #255
else
self.opacity = 0
end
# transparent speech balloons don't look right, so keep opacity at 255
# self.back_opacity = 160
@tail.opacity = 255
end
def update
super
# If fade in
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
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 message is being displayed
if @contents_showing
# Confirm or cancel finishes waiting for input or message
if Input.trigger?(Input::C) || Input.trigger?(Input::B)
if @wait_for_input
@wait_for_input = false
self.pause = false
elsif $game_system.message.skippable
@player_skip = true
end
end
if need_reposition?
reposition # update message position for character/screen movement
if @contents_showing == false
# i.e. if char moved off screen
return
end
end
if @update_text && !@wait_for_input
if @delay == 0
update_text
else
@delay -= 1
end
return
end
# If choice isn't being displayed, show pause sign
if !self.pause && ($game_temp.choice_max == 0 || @wait_for_input)
self.pause = true unless !$game_system.message.show_pause
end
# Cancel
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 && $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
# personal preference: cancel button should also continue
terminate_message
end
# Confirm
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
terminate_message
end
return
end
# If display wait message or choice exists when not fading out
if @fade_out == false && $game_temp.message_text[@msgindex] != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
self.visible = true
if show_message_tail?
@tail.visible = true
elsif @tail.visible
@tail.visible = false
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 -= 96
@tail.opacity -= 96 if @tail.opacity > 0
if need_reposition?
reposition # update message position for character/screen movement
end
if self.opacity == 0
self.visible = false
@fade_out = false
@tail.visible = false if @tail.visible
# have to check all windows before claiming that no window is showing
if $game_temp.message_text.compact.empty?
$game_temp.message_window_showing = false
end
end
return
end
end
#--------------------------------------------------------------------------
# * Repositioning Determination
#--------------------------------------------------------------------------
def need_reposition?
if (!$game_temp.in_battle) && $game_system.message.floating &&
$game_system.message.resize && @float_id != nil
if $game_system.message.move_during && @float_id == 0 &&
(($game_player.last_real_x != $game_player.real_x) ||
($game_player.last_real_y != $game_player.real_y))
# player with floating message moved
# (note that relying on moving? leads to "jumpy" message boxes)
return true
elsif ($game_map.last_display_y != $game_map.display_y) ||
($game_map.last_display_x != $game_map.display_x)
# player movement or scroll event caused the screen to scroll
return true
else
char = $game_map.events[@float_id]
if char != nil &&
((char.last_real_x != char.real_x) ||
(char.last_real_y != char.real_y))
# character moved
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# * Show Message Tail Determination
#--------------------------------------------------------------------------
def show_message_tail?
if $game_system.message.show_tail && $game_system.message.floating &&
$game_system.message.resize && $game_system.message_frame == 0 &&
@float_id != nil
return true
end
return false
end
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
if $game_system.message.autocenter
x = 4 + (self.width-40)/2 - @cursor_width/2
else
x = 8
end
self.cursor_rect.set(x, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias drg128_term terminate_message unless method_defined?(:drg128_term)
alias drg128_upd update unless method_defined?(:drg128_upd)
#--------------------------------------------------------------------------
# * Face Position
#--------------------------------------------------------------------------
def face_position
return if !@face || @face.disposed?
@face.oy = (@face.bitmap.height/8)
@face.x, @face.y = self.x-(@face.bitmap.width+2), self.y
end
#--------------------------------------------------------------------------
# * Terminate Face
#--------------------------------------------------------------------------
def terminate_face
return unless @face && !@face.disposed?
@face.dispose
@face = nil
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
terminate_face
drg128_term
end
#--------------------------------------------------------------------------
# * Update Frame
#--------------------------------------------------------------------------
def update
temp = $game_temp.in_battle
$game_temp.in_battle = $scene.is_a?(Scene_Battle)
face_position
drg128_upd
$game_temp.in_battle = temp
end
end
class Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :last_real_x, :last_real_y
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias drg128a_upd update unless method_defined?(:drg128a_upd)
#--------------------------------------------------------------------------
# * Update Frame
#--------------------------------------------------------------------------
def update
@last_real_x, @last_real_y = @real_x, @real_y
drg128a_upd
end
end
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias drg128_init initialize unless method_defined?(:drg128_init)
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
drg128_init
@message_text,@message_proc = [],[]
end
end
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# necessary for positioning messages relative to battlers
attr_reader :height, :width
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within
# the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# necessary for accessing actor/enemy sprites in battle
attr_reader :actor_sprites, :enemy_sprites
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
(0...2).each {|i| eval "
class Scene_#{['Map','Battle'][i]}
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# necessary for accessing actor/enemy sprites in battle
attr_reader :spriteset
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias drg128_main main unless method_defined?(:drg128_main)
alias drg128_upd update unless method_defined?(:drg128_upd)
#--------------------------------------------------------------------------
# * New Message Window Addition
#--------------------------------------------------------------------------
def new_message_window(index)
if @multi_message_window[index] != nil
# clear message windows at and after this index
last_index = @multi_message_window.size - 1
last_index.downto(index) { |i|
if @multi_message_window[i] != nil
@multi_message_window[i].dispose
@multi_message_window[i] = nil
end }
@multi_message_window.compact!
end
@multi_message_window.push(Window_Message.new(index))
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@multi_message_window = []
@multi_message_window[0] = Window_Message.new(0)
drg128_main
@multi_message_window.each {|mw| mw.dispose}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@message_window = Nothing.new if !@message_window.is_a?(Nothing)
drg128_upd
@multi_message_window.each {|mw| mw.update}
end
end#"}
#==============================================================================
# ** Nothing
#------------------------------------------------------------------------------
# There is nothing here
#==============================================================================
class Nothing
def update() end
def dispose() end
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :message
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
unless method_defined?(:wachunga_mmw_game_system_init)
alias wachunga_mmw_game_system_init initialize
alias zer0_shaded_text_fix_upd update
end
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
wachunga_mmw_game_system_init
@message = Game_Message.new
end
#--------------------------------------------------------------------------
# Can Move?
#--------------------------------------------------------------------------
def blizzabs_can_move?(type=0)
player = $BlizzABS.actors[0]
message_showing = $game_temp.message_window_showing
interpreter = $game_system.map_interpreter.running?
return type == 0 ? (((player.ai.act.defend? && player.attacked == 0) ||
$game_system.turn_button && Input.press?(Input::Turn)) &&
!player.moving? && !player.move_route_forcing &&
(!interpreter || message_showing) &&
(!message_showing || $game_system.message.move_during) &&
$game_temp.choice_max <= 0 && $game_temp.num_input_digits_max <= 0) :
(player.move_route_forcing || (interpreter && !message_showing) ||
(message_showing && !$game_system.message.move_during) ||
($game_temp.choice_max > 0 || $game_temp.num_input_digits_max > 0))
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
# Zer0 Edit
def update
zer0_shaded_text_fix_upd
if @SHADED_TEXT != nil && Blizzard_Shaded_Text_Fix == true
if $game_temp.message_window_showing
@SHADED_TEXT = false
else
@SHADED_TEXT = true
end
end
end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias drg128b_upd update unless method_defined?(:drg128b_upd)
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
message_showing = $game_temp.message_window_showing
unless moving? || @move_route_forcing ||
($game_system.map_interpreter.running? && !message_showing) ||
(message_showing && !$game_system.message.move_during) ||
($game_temp.choice_max > 0 || $game_temp.num_input_digits_max > 0)
input = Input.dir4
if input
case input
when 2 then move_down
when 4 then move_left
when 6 then move_right
when 8 then move_up
end
end
end
drg128b_upd
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
# This is a fix if Blizzard's Optimized default scripts are being used
def check_event_trigger_touch(x, y)
result = false # <--------- MOVED from....
# If event is running
if $game_system.map_interpreter.running?
return result
end
#result = false # <--------- ...HERE
# All event loops
$game_map.events.each_value {|event|
# If event coordinates and triggers are consistent
if event.x == x && event.y == y && [1,2].include?(event.trigger)
# If starting determinant is front event (other than jumping)
if !event.jumping? && !event.over_trigger?
event.start
result = true
end
end }
return result
end
end
#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
# This interpreter runs event commands. This class is used within the
# Game_System class and the Game_Event class.
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :event_id
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias drg128_setup setup unless method_defined?(:drg128_setup)
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(list, event_id)
drg128_setup(list, event_id)
# index of window for the message
@msgindex = 0
# whether multiple messages are displaying
@multi_message = false
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
parameters[0].each {|text| $game_temp.message_text[@msgindex] += text + "\n"}
# 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
#--------------------------------------------------------------------------
# * Show Text
#--------------------------------------------------------------------------
def command_101
# If other text has been set to message_text
if $game_temp.message_text[@msgindex] != nil
if @multi_message
@msgindex += 1
$scene.new_message_window(@msgindex)
else
# End
return false
end
end
@msgindex = 0 if !@multi_message
@multi_message = false
# Set message end waiting flag and callback
@message_waiting = true
# just adding indexes
$game_temp.message_proc[@msgindex] = Proc.new { @message_waiting = false }
# Set message text on first line
$game_temp.message_text[@msgindex] = @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
# just adding index
$game_temp.message_text[@msgindex]+=@list[@index+1].parameters[0]+"\n"
line_count += 1
# 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
# start multimessage if next line is "Show Text" starting with "\\+"
elsif @list[@index+1].code == 101
if @list[@index+1].parameters[0][0..1]=="\\+"
@multi_message = true
@message_waiting = false
end
end
# Continue
return true
end
# Advance index
@index += 1
end
end
#--------------------------------------------------------------------------
# * Show Choices
#--------------------------------------------------------------------------
def command_102
# If text has been set to message_text
# just adding index
if $game_temp.message_text[@msgindex] != nil
# End
return false
end
# Set message end waiting flag and callback
@message_waiting = true
# adding more indexes
$game_temp.message_proc[@msgindex] = Proc.new { @message_waiting = false }
# Choices setup
$game_temp.message_text[@msgindex] = ''
$game_temp.choice_start = 0
setup_choices(@parameters)
# Continue
return true
end
#--------------------------------------------------------------------------
# * Input Number
#--------------------------------------------------------------------------
def command_103
# If text has been set to message_text
# just adding index
if $game_temp.message_text[@msgindex] != nil
# End
return false
end
# Set message end waiting flag and callback
@message_waiting = true
# adding more indexes
$game_temp.message_proc[@msgindex] = Proc.new { @message_waiting = false }
# Number input setup
$game_temp.message_text[@msgindex] = ''
$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
#--------------------------------------------------------------------------
# Fix for RMXP bug: call script boxes that return false hang the game
# See, e.g., http://rmxp.org/forums/showthread.php?p=106639
#--------------------------------------------------------------------------
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)
# If return value is false
if result == false
# End
#return false
end
# Continue
return true
end
#--------------------------------------------------------------------------
# * Message
#--------------------------------------------------------------------------
def message
message = $game_system.message if $game_system != nil
end
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles the map. It includes scrolling and passable determining
# functions. Refer to "$game_map" for the instance of this class.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :last_display_x,:last_display_y
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias drg128_upd update unless method_defined?(:drg128_upd)
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@last_display_x = @display_x
@last_display_y = @display_y
drg128_upd
end
#--------------------------------------------------------------------------
# * Name
#--------------------------------------------------------------------------
def name
return load_data('Data/MapInfos.rxdata')[@map_id].name
end
end
#==============================================================================
# ** Bitmap
#------------------------------------------------------------------------------
# This class is for all in-game bitmap.
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :orientation
#--------------------------------------------------------------------------
# * Rotation Calculation
#--------------------------------------------------------------------------
def rotation(target)
return if not [0, 90, 180, 270].include?(target) # invalid orientation
if @rotation != target
degrees = target - @orientation
degrees += 360 if degrees < 0
rotate(degrees)
end
end
#--------------------------------------------------------------------------
# * Rotate Square (Clockwise)
#--------------------------------------------------------------------------
def rotate(degrees = 90)
# method originally by SephirothSpawn
# would just use Sprite.angle but its rotation is buggy
# (see http://www.rmxp.org/forums/showthread.php?t=12044)
return if not [90, 180, 270].include?(degrees)
copy = self.clone
if degrees == 90
# Passes Through all Pixels on Dummy Bitmap
(0...self.height).each {|i|
(0...self.width).each {|j|
self.set_pixel(width - i - 1, j, copy.get_pixel(j, i))}}
elsif degrees == 180
(0...self.height).each {|i|
(0...self.width).each {|j|
self.set_pixel(width - j - 1, height - i - 1, copy.get_pixel(j, i))} }
elsif degrees == 270
(0...self.height).each {|i|
(0...self.width).each {|j|
self.set_pixel(i, height - j - 1, copy.get_pixel(j, i)) } }
end
@orientation = (@orientation + degrees) % 360
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Check Color
# color : color to check
#--------------------------------------------------------------------------
def check_color(color)
if color.type == Color
# already a Color object
return color
elsif color[0].chr == "#"
# specified as hexadecimal
r = color[1..2].hex
g = color[3..4].hex
b = color[5..6].hex
return Color.new(r,g,b)
else
# specified as integer (0-7)
color = color.to_i
if color >= 0 && color <= 7
return text_color(color)
end
end
return normal_color
end
end
#==============================================================================
# ** Window_InputNumber
#------------------------------------------------------------------------------
# This window is for inputting numbers, and is used within the
# message window.
#==============================================================================
class Window_InputNumber < Window_Base
#--------------------------------------------------------------------------
# * Set Font
#--------------------------------------------------------------------------
def set_font(fname, fsize, fcolor)
return if fname == nil && fsize == nil && fcolor == nil
# Calculate cursor width from number width
dummy_bitmap = Bitmap.new(32, 32)
dummy_bitmap.font.name = fname
dummy_bitmap.font.size = fsize
@cursor_width = dummy_bitmap.text_size('0').width + 8
dummy_bitmap.dispose
self.width = @cursor_width * @digits_max + 32
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = fname
self.contents.font.size = fsize
self.contents.font.color = check_color(fcolor)
refresh
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
s = sprintf("%0*d", @digits_max, @number)
(0...@digits_max).each {|i|
self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1]) }
end
end