#============================================================================
# Window_Message Mod v 1.00
# by WcW
#
# Introduction:
# This script will rewrite the Window_Message class so that it is slightly
# faster, and so that it will have some new functions.
#
# Features:
# - Slightly optimized code from the default Window_Message
# - Can now display current amount of gold and names of armors, weapons, and
# items
# - Can format text to be bold or italic
#
# Instructions:
# Paste this script into your script editor above main. Also, hit Ctrl + F and
# type in CONFIG with a '[' and ']' surrounding it, which will take you to the
# config section. There you can change a few options with the script.
# To use, when you are using Display Text in events, you can enter several new
# commands:
# - <g> Will display the current amount of gold in the party.
# - <w [i]> Replace [i] with the number of a weapon in your database, and this
# will display its name. A nice way to conserve space.
# - <a [i]> Same as above, but for armors.
# - <im [i]> Same as above, but from items.
# - <i> Will make any text after it italicized.
# - </i> Stops italicized text.
# - <b> Will make any text after it bold.
# - </b> stops bold text.
#
# Compatibility:
# Incompatible with Custom Message Systems. Test with Tons of Add-Ons v 6.13b.
# If you find any compatibility issues, please contact me at
# http://forum.chaos-project.com/
#
# Credits:
# - WcW, for scripting it
# - Blizzard, for helping me learn to script and teaching me many valuable
# things.
#
# Author's Notes:
# Remember to use </i> and </b> at the end of every event that has Display
# Messages and italics/bold, as if you don't the next message box will pop up
# with italics or bold. Which you don't want.
# To quoth the Blizzard,
# "N-Joy!"
#
#============================================================================
#----------------------------------------------------------------------------
# * Message Window
#----------------------------------------------------------------------------
class Window_Message < Window_Selectable
# [CONFIG]
DisGLet = false # If true, will display "G" beside the amount of
# gold when you use <g>.
Font = "Arial" # The default font for the message window
Size = 22 # The default font size for the message window
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = [Font, "Arial"]
self.contents.font.size = Size
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
@input_number_window.dispose if @input_number_window != nil
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
# Call message callback
$game_temp.message_proc.call if $game_temp.message_proc != nil
# Clear variables related to text, choices, and number input
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
# Close gold window
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@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 != nil
text = $game_temp.message_text
# 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 : ""
}
# Change "\\" to "\000" for convenience
text.gsub!(/\\\\/) { "\000" }
# Change "\C" to "\001" and "\G" to "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# WcW additions:
# Changes <g> to the current amount of gold the player has.
g = $game_party.gold.to_s
text.gsub!(/<g>/i) { DisGLet ? g+"G" : g }
# Changes <w [i]> to the name of the weapon i in the database
text.gsub!(/<w ([0-9]+)>/i) { $data_weapons[$1.to_i].name }
# Changes <a [i]> to the name of the armor i in the database
text.gsub!(/<a ([0-9]+)>/i) { $data_armors[$1.to_i].name }
# Changes <im [i]> to the name of the item i in the database
text.gsub!(/<im ([0-9]+)>/i) { $data_items[$1.to_i].name }
phase = 0
old = []
# Get 1 text character in c (loop until unable to get text)
while ((c = text.slice!(/./m)) != nil) # < reminds of me of an example
# out of The C Programming Language
case phase
when 0
# If \\
if c == "\000"
# Return to original text
c = "\\"
end
# If \C[n]
if c == "\001"
# Change text color
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# go to next text
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 new line text
if c == "\n"
# Update cursor width if choice
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# Add 1 to y
y += 1
x = 0
# Indent if choice
if y >= $game_temp.choice_start
x = 8
end
# go to next text
next
end
if c == "<"
phase = 1
old = ['<']
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
when 1
old.push c
if c =~ /i/i
self.contents.font.italic = true
next
elsif c =~ /b/i
self.contents.font.bold = true
next
elsif c == "/"
phase = 2
next
elsif c == ">"
phase = 0
next
else
phase = 0
str = ""
old.each {|char| str << char}
self.contents.draw_text(4 + x, 32 *y, 40, 32, str)
x += self.contents.text_size(str).width
end
when 2
old.push c
if c =~ /i/i
self.contents.font.italic = false
next
elsif c =~ /b/i
self.contents.font.bold = false
elsif c== ">"
phase = 0
else
phase = 0
str = ""
old.each {|char| str << char}
self.contents.draw_text(4 + x, 32 *y, 40, 32, str)
x += self.contents.text_size(str).width
end
end
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.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
#--------------------------------------------------------------------------
# * Set Window Position and Opacity Level
#--------------------------------------------------------------------------
def reset_window
self.y = $game_temp.in_battle ? 16 :
case $game_system.message_position
when 0 #up
self.y = 16
when 1 # middle
self.y = 160
when 2 # down
self.y = 304
end
self.opacity = $game_system.message_frame == 0 ? 255 : 0
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If fade in
if @fade_in
self.contents_opacity += 24
@input_number_window.contents_opacity += 24 if @input_number_window != nil
@fade_in = false if self.contents_opacity == 255
return
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
# If choice isn't being displayed, show pause sign
if $game_temp.choice_max == 0
self.pause = true
end
# Cancel
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
# 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 and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
@input_number_window.contents_opacity = 0 if @input_number_window != nil
@fade_in = true
return
end
# If message which should be displayed is not shown, but window is visible
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
# * Update Cursor Rect
#--------------------------------------------------------------------------
def update_cursor_rect
return self.cursor_rect.set(8, ($game_temp.choice_start + @index) * 32,
@cursor_width, 32) if @index >= 0
self.cursor_rect.empty
end
end