[XP] Tons of Add-ons

Started by Blizzard, January 09, 2008, 08:50:47 am

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G_G

I'm pretty sure no one would like to do this for good o' me. But if soemone could whip me up  what add ons dont work with Minkoff's Animated Battlers. Thanks in advanced :D

Blizzard

April 18, 2009, 05:49:21 am #341 Last Edit: April 18, 2009, 06:09:15 am by Blizzard
Since you didn't post what is happening, I won't be testing every single add-on to find out what's wrong.

@Shadowzero: I'll fix that.

EDIT: I think I found the problem. I'll put up a fix in a few minutes.

EDIT: Done. v6.85b is up.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Cid

Quote from: game_guy on April 17, 2009, 05:33:37 pm
Yes there is. Just make weapons that others cant use but the black mage can.


That's not what he's talking about, though. He wants to have weapons offer different things to different characters. ie: a Fire Sword with Fire (mages only) and Flame Slash (warriors only). If a character can't learn an ability it will just be greyed out.

As Shadowzero said, it was used in FFIX. But an even better example would be Final Fantasy Tactics Advance. (Since it has loads of classes which share weapons)

G_G

Make copies of weapons, same name, same stats, etc. but different settings in script I duno

Cid

April 18, 2009, 01:45:04 pm #344 Last Edit: April 18, 2009, 01:47:41 pm by Cid
That's a rather messy workaround, and it still doesn't produce the desired effect.

I'm getting an error with the new script (part 2):

line 2683: NoMethodError occurred. Undefined method xsize' for nil:NilClass

Blizzard

April 19, 2009, 05:54:20 am #345 Last Edit: April 19, 2009, 06:34:51 am by Blizzard
There's something wrong with the minimap system. Give me a couple of minutes to fix it.

EDIT: There you go, v6.86b. And LOL! The exact moment I was typing "EDIT" a female voice in the song I'm listening to said "edit". xD
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Shadowzero4

It could be messy, even if it was organized. There has to be some way to make it so that only certain characters learn certain skills. The skill separation makes black magic different from white magic. If only I knew enough of the ruby syntax, I could figure out how to make sure that the black mage can't learn white magic. Hmm... :uhm:

Blizzard

April 21, 2009, 03:36:05 am #347 Last Edit: April 22, 2009, 03:43:30 pm by Blizzard
I'm going to include that, don't worry. I just didn't have time the last few days because of the other scripts.

EDIT: There you go.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Shadowzero4

Thank you so much Blizzard! You are a scripting genius!!! ^_^

Blizzard

The system is so versatile that I only had to add 1 line, edit 2 lines and add a configuration section. ^_^

Code: Before
    @skills.each {|id|
        maxap = $game_system.maxap(id)
        forget_skill(id) if maxap < 0 || self.ap(id) < maxap}
    weapons, armors = prepare_equap
    skill_ids = []
    weapons.each {|id| skill_ids += $game_system.eq_database(id, true)}
    armors.each {|id| skill_ids += $game_system.eq_database(id, false)}
    skill_ids.each {|id| learn_skill(id)}

Code: After
    non_learnable = BlizzCFG.equap_nonlearnable_skills(self.id)
    (@skills - non_learnable).each {|id|
        maxap = $game_system.maxap(id)
        forget_skill(id) if maxap < 0 || self.ap(id) < maxap}
    weapons, armors = prepare_equap
    skill_ids = []
    weapons.each {|id| skill_ids += $game_system.eq_database(id, true)}
    armors.each {|id| skill_ids += $game_system.eq_database(id, false)}
    (skill_ids - non_learnable).each {|id| learn_skill(id)}


xD
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Shadowzero4

I'm getting an error. The error says: "Script 'Tons of Add-ons Part 2' line 1989: SyntaxError occurred." Line 1989 is the line where I state which skills actor 1 can't learn. For some reason it's not working.

Blizzard

Copy-paste the script again. It looks like you messed up the configuration section.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Shadowzero4

I see what I did wrong. I forgot to paste the code right above where it says the "Start of NONLEARNABLE SKILLS Database" now it's fixed. Thank you Blizzard. ^_^

Cid

Hmm, I think I'll use that system for my skills now.  8) Nice update.

Regarding passive skills: would it be much hassle to add the option of increasing stats by a percentage instead of whole numbers? That way a stat-boosting skill will be just as useful by the end of the game as when you learnt it. (Strength +10 might be handy at one point yet barely noticeable later, whereas strength +10% will always be +10% of whatever you have)

Blizzard

It actually would. :/ You don't have weapons/armors that increase stats on a percentage base either anyway. :P
It's not complicated and probably a 5 minutes job, but I want to avoid it since it could screw up something else. You could ask somebody for a mod if you really need it.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Cid

Yeah, but you're constantly upgrading weapons and armour right up to the end of the game. :P So nothing will ever get the chance to become severely outdated.

S'alright, though. It was only a suggestion. As you said I can always make a request later if I really need it.

Blizzard

You could always add more passive skills. xD
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

matte012

This IS the best addon compilation I have ever used Blizz. But for my game I am using a deep and dark theme, which doesn't suit my bars scripts basic color scheme. Can you just point me EXACTLY where the option for changing the bar color. Most of my techniques gave me errors  :shy:

And...: ShowHide
You could also happen to help me with converting a array to string. I love using your menu system but I don't want to have to stick to one specific windowskin for my AMS.

Blizzard

Just find the bar script. The methods are in Window_Base and are called "draw_actor_hp", "draw_actor_sp" and "draw_actor_exp". The components calculating the color are (RED, GREEN, BLUE).

How do you want to array to a string? It might be enough for you if you used ".to_s" or ".inspect".
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

matte012

Just like in STCBS there  is a neat section where you can add your specific window skins. The same exists in my AMS in a neat section. I took a mental note of how you seperated the skins and added it like so..
@message_box_opacity = 160
@message_box_skin =['Original' , 'Chaos Project Skin']
@name_box_skin = "Original"

Then I got an error once I activated a text event. Incase you might be interested in the entire code. This code isn't from CP however. I am not 100% sure you can help me cause this code is from Creative Asylum.

AMS by Dubealex: ShowHide
#===================================================
# ■ 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 = "Tahoma"           #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22                      #Choose the default Font Size for message box text
@name_font_size = 22            #Choose the deafault Font Size for Name Box text
@name_box_text_color=0        #Choose the Text Color of the Name Box
@message_box_text_color=0   #Choose the Text Color of the Message Box

@message_box_opacity = 160            #Choose the opacity of the message window. Default=160
@message_box_skin =['Original' , 'Chaos Project']   #Choose the WindowSkin for the Message Box
@name_box_skin = "Original"       #Choose the WindowSkin for the Name Box

@message_width = 480          #Choose the width size of the message box. Default=480
@message_height = 160         #Choose the height size of the message box. Default=160
@message_x = 80                  #Choose the X position of the message box. Default=80
@message_y_bottom = 304    #Choose the Y bottom position of the message box. Default=304
@message_y_middle = 160    #Choose the Y middle position of the message box. Default=160
@message_y_top = 16           #Choose the Y top position of the message box. Default=16

@event_message_x_ofset = 0   #Choose the X position offset of the event message. Default=0
@event_message_y_ofset = 48   #Choose the Y position offset of the event message. Default=48

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


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

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 = $game_temp.choice_max
  self.active = true
  self.index = 0
end

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

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

def update

super

if @fade_in
  self.contents_opacity += 24
  if @input_number_window != nil
    @input_number_window.contents_opacity += 24
  end
  if self.contents_opacity == 255
    @fade_in = false
  end
  return
end
@now_text = nil if @now_text == ""

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

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

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

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

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

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

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

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

      if c == "\n"
        @lines += 1
        @y += 1
        @x = 0 + @indent + @face_indent
        if @lines >= $game_temp.choice_start
          @x = 8 + @indent + @face_indent
          @cursor_width = @max_choice_x
        end
        c = ""
      end
     
      if c == "\022"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
        c = ""
      end
     
      #NEW
      #Dubealex's Text Skip On/OFF Command
       if c == "\100"
          if @alex_skip==false
             @alex_skip=true
          else
            @alex_skip=false
          end
         c = ""
       end 
       #end of new command
                                   
      if c != ""
        self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
        @x += self.contents.text_size(c).width
        if $soundname_on_speak != "" then
          Audio.se_play($soundname_on_speak)
        end
      end
     
#SKIP_TEXT_CODE

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

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

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

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

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

if self.visible
  @fade_out = true
  self.opacity -= 48
  if self.opacity == 0
    self.visible = false
    @fade_out = false
    $game_temp.message_window_showing = false
  end
  return
end
end

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

def get_character(parameter)

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

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

def reset_window

#MESSAGE_SIZE
#MESSAGE_POSITION

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

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

def gaiji_draw(x, y, num)

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

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

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

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

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

def line_height
return 32

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

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

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

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

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

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

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

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

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

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

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

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

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

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

def dispose
terminate_message

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

unless @opacity_text_buf.disposed?
  @opacity_text_buf.dispose
end

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

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

def update_cursor_rect
if @index >= 0
  n = $game_temp.choice_start + @index
  self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
  self.cursor_rect.empty
end
end
end
#=========================================
# ▲ CLASS Window_Message Ends
#=========================================


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

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

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

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


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

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


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

#Dubealex's Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
end

#Dubealex's addition to save data from the AMS in the save files
$ams = AMS.new

end
#=========================================
# ▲ CLASS Scene_Title Additional Code Ends
#=========================================


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

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

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

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


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

def initialize(x, y, designate_text, color=0)

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

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

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


#===================================================
# ▼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File

alias ams_original_write_save_data write_save_data

def write_save_data(file)
   ams_original_write_save_data(file)
   Marshal.dump($ams, file)
end

end
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File

alias ams_original_read_save_data read_save_data

def read_save_data(file)
   ams_original_read_save_data(file)
   $ams      = Marshal.load(file)
end

end
#===================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===================================================