Chaos Project

RPG Maker => RPG Maker Scripts => RMXP Script Database => Topic started by: Wecoc on January 07, 2013, 05:52:54 pm

Title: [XP] Message Choice Edit
Post by: Wecoc on January 07, 2013, 05:52:54 pm
Message Choice Edit
Authors: Wecoc
Version: 1.1
Type: Message Add-on
Key Term: Message Add-on



Introduction

This edit changes choice distribution displaying it horizontally instead of vertically. Long sentences will be shown as always.


Features




Screenshots

Spoiler: ShowHide

That was silly



Demo

None.


Script

Spoiler: ShowHide

#==============================================================================
# Choice Edit - versiĆ³n 1.1
# by Wecoc
#==============================================================================

class Game_Temp

  attr_accessor :choice_short
  attr_accessor :choice_type
  attr_accessor :choice_data

  alias ini initialize unless $@
  def initialize
    ini
   
    # To activate / deactivate the script only thing you have to do is
    #modify next line:
       
        @choice_short = true
       
    # false: vertical (default), true : horizontal (just short words)
    # Long sentences will always be displayed vertically.
   
    @choice_data = nil
    @choice_type = 0 # 0 = vertical, 1 = horizontal
  end
end

class Interpreter
  def setup_choices(parameters)
    $game_temp.choice_max = parameters[0].size
    $game_temp.choice_data = parameters[0]
   
    w = $game_temp.choice_data.to_s.length
    if w > 26
      $game_temp.choice_type = 0
    else
      if $game_temp.choice_short == true
        $game_temp.choice_type = 1
      else
        $game_temp.choice_type = 0
      end
    end
   
    if $game_temp.choice_type == 0 # Vertical
      for text in parameters[0]
        $game_temp.message_text += text + "\n"
      end   
    else # Horizontal
      for text in parameters[0]
        $game_temp.message_text += text + "      "
      end
      $game_temp.message_text += "\n"
    end
    $game_temp.message_text += "\n"
    $game_temp.choice_cancel_type = parameters[1]
    current_indent = @list[@index].indent
    $game_temp.choice_proc = Proc.new { |n| @branch[current_indent] = n }
  end
end

class Interpreter
  def command_101 # Show Text
    if $game_temp.message_text != nil
      return false
    end
    @message_waiting = true
    $game_temp.message_proc = Proc.new { @message_waiting = false }
    $game_temp.message_text = @list[@index].parameters[0] + "\n"
    line_count = 1
    loop do
      if @list[@index+1].code == 401 # Show Text
        $game_temp.message_text += @list[@index+1].parameters[0] + "\n"
        line_count += 1
      else
        if @list[@index+1].code == 102 # Show Choices
         
          a = @list[@index+1].parameters[0]
          w = a.to_s.length
          if w > 26
            $game_temp.choice_type = 0
          else
            if $game_temp.choice_short == true
              $game_temp.choice_type = 1
            else
              $game_temp.choice_type = 0
            end
          end

          if (@list[@index+1].parameters[0].size <= 4 - line_count and
          $game_temp.choice_type == 0) or (line_count < 4 and
          $game_temp.choice_type == 1) then
            @index += 1
            $game_temp.choice_start = line_count
            setup_choices(@list[@index].parameters)
          end
        elsif @list[@index+1].code == 103 # Input Number
          if line_count < 4
            @index += 1
            $game_temp.num_input_start = line_count
            $game_temp.num_input_variable_id = @list[@index].parameters[0]
            $game_temp.num_input_digits_max = @list[@index].parameters[1]
          end
        end
        return true
      end
      @index += 1
    end
  end
end

class Window_Message < Window_Selectable
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    x = y = 0
    if $game_temp.choice_start == 0
      x = 8
    end
    @cursor_width = 0
    if $game_temp.message_text != nil
      text = $game_temp.message_text
      begin
        last_text = text.clone
        text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
      end until text == last_text
      text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      end
      text.gsub!(/\\\\/) { "\000" }
      text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      text.gsub!(/\\[Gg]/) { "\002" }
      while ((c = text.slice!(/./m)) != nil)
        if c == "\000"
          c = "\\"
        end
        if c == "\001"
          text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
          next
        end
        if c == "\002"
          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
          next
        end
        if c == "\n"
          if y >= $game_temp.choice_start
            @cursor_width = [@cursor_width, x].max
          end
          y += 1
          x = 0
         
          if y >= $game_temp.choice_start and $game_temp.choice_type == 0
            x = 8
          end
          next
        end
        self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
        x += self.contents.text_size(c).width
      end
    end
   
    # If choice
    if $game_temp.choice_max > 0
      @column_max = $game_temp.choice_max if $game_temp.choice_type == 1
      @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

  def update_cursor_rect
    if @index >= 0
      if $game_temp.choice_type == 0
        n = $game_temp.choice_start + @index
        self.cursor_rect.set(8, n * 32, @cursor_width, 32)
      else
        n = $game_temp.choice_start
        w = self.contents.text_size($game_temp.choice_data[@index]).width
        a = 0
        for i in 0..@index-1
          a += self.contents.text_size($game_temp.choice_data[i] + "      ").width
        end
        self.cursor_rect.set(a, n * 32, w+10, 32)
      end
    else
      self.cursor_rect.empty
    end
  end
end



Instructions

Use $game_temp.choice_short = (true/false) on a Script Call before a choice to activate or deactivate the script.



Compatibility

Should be compatible, but I didn't used any alias except on Game Temp.


Credits and Thanks




Author's Notes

Please report any bugs/issues/incompatibilities.
Title: Re: [XP] Message Choice Edit
Post by: Zexion on January 08, 2013, 02:17:05 am
This is a nice little edit to the default :) lev+