Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: Miracle 00 on October 27, 2009, 04:24:11 am

Title: Script Quest Log Help
Post by: Miracle 00 on October 27, 2009, 04:24:11 am
I need help with the quest log script http://forum.chaos-project.com/index.php?topic=3689.0
I need to know how I could access it from the menu.Thanks
Title: Re: Script Quest Log Help
Post by: Jackolas on October 27, 2009, 05:02:25 am
what menu you got?
Title: Re: Script Quest Log Help
Post by: Miracle 00 on October 29, 2009, 05:25:19 am
Sorry about late reply i've got chrono trigger cms
which can be found here http://www.rmxpunlimited.net/index.php/rmxp/rgss1-scripts/item/full-custom-menu-systems/chrono-trigger-cms.html (http://www.rmxpunlimited.net/index.php/rmxp/rgss1-scripts/item/full-custom-menu-systems/chrono-trigger-cms.html)
thanks in advance if you can help
UPDATE:No im just using the default one that one doesn't work
Title: Re: Script Quest Log Help
Post by: Jackolas on October 29, 2009, 05:56:09 am
QuoteNo im just using the default one that one doesn't work

I don't know what the default one is or if there are other ones.
you gave me a link to the CMS and i builded this script to work with the 1 you linked up

Spoiler: ShowHide
module CMS_QUEST
 Icon_quest = 'Icon_quest' #icon of questlog (place in icon map)
end

class Scene_Menu
 def main
   # Make command window
   @back_ground = Sprite.new
   @back_ground.bitmap = RPG::Cache.picture(CT_Pictures::BG_Picture)
   @skill_background = Sprite.new
   @skill_background.bitmap = RPG::Cache.picture(CT_Pictures::Skill_bg)
   @item_background = Sprite.new
   @item_background.bitmap = RPG::Cache.picture(CT_Pictures::Item_bg)
   @save_background = Sprite.new
   @save_background.bitmap = RPG::Cache.picture(CT_Pictures::Save_bg)
   @end_background = Sprite.new
   @end_background.bitmap = RPG::Cache.picture(CT_Pictures::End_bg)
   @equip_item_background = Sprite.new
   @equip_item_background.bitmap = RPG::Cache.picture(CT_Pictures::Item_Equip_bg)
   @playtime_background = Sprite.new
   @playtime_background.bitmap = RPG::Cache.picture(CT_Pictures::Playtime_bg)
   @playtime_background.x = 0
   @playtime_background.y = 384
   @playtime_background.z = 9999
   @end_background.x, @end_background.y = 229, 156
   @item_background.x , @item_background.y = 48, 36
   @skill_background.x , @skill_background.y = 48, 36
   @party_change = Window_PartyChange.new
   @rm_window = Window_Base.new(235,150,160,170)
   @rm_window.z = 250
   rm_text = []
   rm_text[0] = $data_system.words.equip
   rm_text[1] = $data_system.words.item
   rm_text[2] = $data_system.words.skill
   rm_text[3] = "Exchange"
   rm_text[4] = "Quest Log"
   rm_text[5] = "Save"
   rm_text[6] = "Quit"
   rm_icons = []
   rm_icons[0] = RPG::Cache.icon(CT_Pictures::Icon_1)
   rm_icons[1] = RPG::Cache.icon(CT_Pictures::Icon_2)
   rm_icons[2] = RPG::Cache.icon(CT_Pictures::Icon_3)
   rm_icons[3] = RPG::Cache.icon(CT_Pictures::Icon_4)
   rm_icons[4] = RPG::Cache.icon(CMS_QUEST::Icon_quest)
   rm_icons[5] = RPG::Cache.icon(CT_Pictures::Icon_5)
   rm_icons[6] = RPG::Cache.icon(CT_Pictures::Icon_6)
   @command_window = Window_RingMenu.new(rm_text, rm_icons,64, 10 ,5)
   $disabled_icon = RPG::Cache.icon("")
   @command_window.index = @menu_index
   @actor_window = Window_Actors.new
   @new_equip = Window_NewEquip.new
   $game_temp.equip_window = @new_equip
   @item_window = Window_Item.new
   @help_window = Window_Help.new
   @playtime_window = Window_PlayTime.new
   @item_window.help_window = @help_window
   @help_window.opacity, @item_window.opacity = 0, 0
   @help_window.x, @help_window.y = 48, 45
   @equip_item_background.x, @equip_item_background.y = 46, 37
   @target_window = Window_Target.new
   @actor_skillwindow = Window_SkillActor.new
   @target_cursor = []
   @target_cursor_skill = []
   @switch_cursor = []
   @equip_item = []
   @switch = 0
   @target_cursor[0] = Sprite_Cursor.new(306, 196)
   @target_cursor[1] = Sprite_Cursor.new(306, 276)
   @target_cursor[2] = Sprite_Cursor.new(306, 356)
   @target_cursor_skill[0] = Sprite_Cursor.new(306, 121)
   @target_cursor_skill[1] = Sprite_Cursor.new(306, 201)
   @target_cursor_skill[2] = Sprite_Cursor.new(306, 281)
   @switch_cursor[0] = Sprite_Cursor.new(182, 15)
   @switch_cursor[1] = Sprite_Cursor.new(182, 125)
   @switch_cursor[2] = Sprite_Cursor.new(182, 235)
   @switch_cursor[3] = Sprite_Cursor.new(182, 345)
   @equip_item[0] = Window_EquipItem2.new(0)
   @equip_item[1] = Window_EquipItem2.new(1)
   @equip_item[2] = Window_EquipItem2.new(2)
   @equip_item[3] = Window_EquipItem2.new(3)
   @equip_item[4] = Window_EquipItem2.new(4)
   @equip_description = Window_EquipDescription.new
   @counter = 0
   @end_window = Window_End.new
   @end_window.x = 320 - @end_window.width / 2
   @end_window.y = 220 - @end_window.height / 2
   @end_window.opacity = 0
   @savefile_windows = []
   for i in 0..2
     @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
   end
   @file_index = $game_temp.last_file_index
   @savefile_windows[@file_index].selected = true
   @save_status = Window_SaveStatus.new
   @skill_actor_window2 = []
   @skill_window = []
   unless $game_party.actors[0] == nil
     @skill_actor_window2[0] = Window_SkillActor2.new($game_party.actors[0])
     @skill_window[0] = Window_Skill.new($game_party.actors[0])
   end
   unless $game_party.actors[1] == nil
     @skill_actor_window2[1] = Window_SkillActor2.new($game_party.actors[1])
     @skill_window[1] = Window_Skill.new($game_party.actors[1])
   end
   unless $game_party.actors[2] == nil
     @skill_actor_window2[2] = Window_SkillActor2.new($game_party.actors[2])
     @skill_window[2] = Window_Skill.new($game_party.actors[2])
   end
   unless $game_party.actors[3] == nil
     @skill_actor_window2[3] = Window_SkillActor2.new($game_party.actors[3])
     @skill_window[3] = Window_Skill.new($game_party.actors[3])
   end
   @item_window.visible = false
   @help_window.visible = false
   @item_background.visible = false
   @target_window.visible = false
   @skill_background.visible = false
   @actor_skillwindow.visible = false
   @save_background.visible = false
   @save_status.visible = false
   @end_window.visible = false
   @end_background.visible = false
   @party_change.visible = false
   @equip_item_background.visible = false
   @equip_description.visible = false
   for i in 0..2
     @target_cursor[i].visible = false
     @target_cursor_skill[i].visible = false
     @savefile_windows[i].visible = false
     @switch_cursor[i].visible = false
     @switch_cursor[3].visible = false
   end
   for i in 0..4
     @equip_item[i].active = false
     @equip_item[i].visible = false
   end
   for i in 0...$game_party.actors.size
     @skill_window[i].visible = false
     @skill_window[i].active = false
     @skill_window[i].width = 300
     @skill_actor_window2[i].visible = false
     @skill_actor_window2[i].active = false
   end
   @item_window.active = false
   @target_window.active = false
   @actor_skillwindow.active = false
   @end_window.active = false
   @party_change.active = false
   for i in 0..2
     @savefile_windows[i].active = false
   end
   #refresh
   equip_refresh
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @back_ground.dispose
   @actor_window.dispose
   @command_window.dispose
   @new_equip.dispose
   @item_window.dispose
   @help_window.dispose
   @item_background.dispose
   @target_window.dispose
   @skill_background.dispose
   @actor_skillwindow.dispose
   @save_background.dispose
   @save_status.dispose
   @end_window.dispose
   @end_background.dispose
   @party_change.dispose
   @switch_cursor[3].dispose
   @equip_item_background.dispose
   @equip_description.dispose
   @playtime_window.dispose
   @playtime_background.dispose
   @rm_window.dispose
   for i in @skill_actor_window2
     i.dispose
   end
   for i in @skill_window
     i.dispose
   end
   for i in @savefile_windows
     i.dispose
   end
   for i in @target_cursor
     i.dispose
   end
   for i in @target_cursor_skill
     i.dispose
   end
   for i in @switch_cursor
     i.dispose
   end
   for i in @equip_item
     i.dispose
   end
 end


 def update_command
   case @command_window.index
   when 0
     @actor_window.visible = true
     @new_equip.visible = true
     @item_window.visible = false
     @item_background.visible = false
     @end_window.visible = false
     @end_background.visible = false
   when 1
     @actor_window.visible = false
     @new_equip.visible = false
     @skill_background.visible = false
     @actor_skillwindow.visible = false
     @item_window.visible = true
     @item_background.visible = true
     @help_window.y = 45
   when 2
     @item_window.visible = false
     @item_background.visible = false
     @party_change.visible = false
     @skill_background.visible = true
     @actor_skillwindow.visible = true
     @help_window.y = 385
   when 3
     for i in 0..2
       @savefile_windows[i].visible = false
     end
     @help_window.visible = false
     @skill_background.visible = false
     @actor_skillwindow.visible = false
     @save_background.visible = false
     @save_status.visible = false
     @party_change.visible = true
   when 4
     @item_window.visible = false
     for i in 0..2
     @savefile_windows[i].visible = false
     end
     @item_background.visible = false
     @party_change.visible = false
     @skill_background.visible = true
     @actor_skillwindow.visible = false
     @save_background.visible = false
     @save_status.visible = false
   when 5
     @end_window.visible = false
     @end_background.visible = false
     @party_change.visible = false
   for i in 0..2
     @savefile_windows[i].visible = true
   end
   @save_background.visible = true
   @save_status.visible = true
   when 6
   for i in 0..2
     @savefile_windows[i].visible = false
   end
   @actor_window.visible = false
   @new_equip.visible = false
   @save_background.visible = false
   @save_status.visible = false
   @end_window.visible = true
   @end_background.visible = true
 end
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to map screen
     $scene = Scene_Map.new
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     @playtime_background.visible = false
     @playtime_window.visible = false
     # Branch by command window cursor position
     case @command_window.index
     when 0  # equip/status
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @command_window.visible = false
       @actor_window.active = true
       @actor_window.index = 0
     when 1  # item
       # Make item window active
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @command_window.visible = false
       @item_window.active = true
       @item_window.index = 0
     when 2  # skills
       $game_system.se_play($data_system.decision_se)
       @command_window.visible = false
       @command_window.active = false
       @actor_skillwindow.active = true
       @actor_skillwindow.index = 0
     when 3 #excahnge
       $game_system.se_play($data_system.decision_se)
       @command_window.visible = false
       @command_window.active = false
       @party_change.active = true
       @checker = 0
     when 4 #excahnge
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Quest.new
       @command_window.visible = false
       @command_window.active = false
       @party_change.active = false
     when 5 #save
       if $game_system.save_disabled
       $game_system.se_play($data_system.buzzer_se)
       return
     end
       $game_system.se_play($data_system.decision_se)
       @command_window.visible = false
       @command_window.active = false
       @file_index = 0
       for i in 0..2
         @savefile_windows[i].active = true
         @savefile_windows[i].selected = false
       end
       @savefile_windows[0].selected = true
     when 6 #quit
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @command_window.visible = false
       @end_window.active = true
     end
     return
   end
   return if @command_window.animation?
   if Input.press?(Input::UP) or Input.press?(Input::LEFT)
     $game_system.se_play($data_system.cursor_se)
     @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
     return
   end
   if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
     $game_system.se_play($data_system.cursor_se)
     @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
     return
   end
 end
end

did quick test and it seems to work fine
place under the CMS
edit line 2 for what quest icon you want
Title: Re: Script Quest Log Help
Post by: Miracle 00 on October 29, 2009, 07:45:27 am
I keep getting some error with the script(it was happening before aswell please help
here are some picures thanks if anyone can help
(http://img203.imageshack.us/img203/7839/error2t.th.jpg) (http://img203.imageshack.us/i/error2t.jpg/)

(http://img203.imageshack.us/img203/4108/errorcn.th.jpg) (http://img203.imageshack.us/i/errorcn.jpg/)
Title: Re: Script Quest Log Help
Post by: Jackolas on October 29, 2009, 08:04:13 am
looking at your list of script
Rule 1 of all scripts. MAKE SURE YOUR SCRIPT ORDER IS CORRECT

use this order:

All normal scripts
Ring Menu
Picture names
Cursor_Script
Chrono Trigger CMS
CMS Quest Merge (this is the script I made)
Quest Log Script
main
Title: Re: Script Quest Log Help
Post by: Miracle 00 on October 29, 2009, 09:01:50 am
The error only happens when UMS is there but when i take it off its fine(with your order)
is there no way to use both thanks for the help so far
Title: Re: Script Quest Log Help
Post by: Jackolas on October 29, 2009, 09:12:49 am
whats UMC ?
Title: Re: Script Quest Log Help
Post by: Miracle 00 on October 29, 2009, 03:51:50 pm
ccoa's universal messaging system silly of me not to explain it i thought most people knew about it as it's so populally used 
here a link to the script http://www.mediafire.com/?sharekey=212fa76265e9c3ea67cd7f7bd65f7eefe04e75f6e8ebb871 (http://www.mediafire.com/?sharekey=212fa76265e9c3ea67cd7f7bd65f7eefe04e75f6e8ebb871)
Title: Re: Script Quest Log Help
Post by: Miracle 00 on November 04, 2009, 11:09:58 am
BUMP please some one help
Title: Re: Script Quest Log Help
Post by: Jackolas on November 04, 2009, 11:37:19 am
nvm

there is no way in hell that both scripts are gone work together.
what the menu script use to create the menu is changed by the damm UMS

They will NOT WORK TOGETHER without some major edits (like complete rewrite) of UMS or of the menu script

I suggest dropping UMS.
I already found out of about 20+ scripts that get bugged when you put UMC in the project.

got an altinative message script... its from Dubealex

Spoiler: ShowHide
=begin
Each of those "commands" are to be used in your message events.

Change the text color temporarly (Default):

\c[ColorID]

Insert the color ID of your choice. All colors are coded in Window_Base starting at line #39, 0 is white.

Change the text color temporarly (Hexadecimal):

\c[#000000]

Enter an Hexadecimal color code as in HTML in there. For example:

#000000 = black
#FFFFFF = white

Show the gold window:

\G

This will show a gold window in the top-right corner of the screen, with the amount of gold the player have in possesion.

Show the hero's name:

\n[HeroID]

Use the hero ID of the hero's name you want to display in the message box.

Show the monter's name:

\m[MonsterID]

Use the monster ID of the monster's name you want to display in the message box. This function was added by Dubealex.

Show an item's price:

\Price[ItemID]

Use the item ID of the item's price you want to display in the message box. This function was added by Dubealex.

Show the current map name:

\Map

This will show the name of the map you are currently on. This function was added by Dubealex.

Show a face graphic in your message box:

\f[FaceName]

FaceName must be the filename of a graphic file found in the directoyr Graphics\Pictures of your RPG Maker XP project. The file must be a PNG of 96X96 pixels. You do not need to write the file extention.

Show the class name of a character:

\Class[HeroID]

Use the hero ID of the hero's class name you want to display in the message box. This function was added by Dubealex.

Show variables, items, weapons, armor and skill names:

\v[xID]

You must replace the x by the first lettter of what you want to modify, it goes as follows:

Variable = Do not write anything, use the standard \v[VariableID]
Items = i + itemID --> \v[iID]
Armors = a + armorID --> \v[aID]
Weapons = w + weaponID --> \v[wID]
Skills = s + skillID --> \v[sID]

Show a name or other info in a name box:

\Name[text]

Use this to show a name box above the message box that will contains the text you specified. You can also use variable and other commands such as "Show hero name" in that name box. As the following example:

\Name[\v[12]] --> Will show the value of variable ID# 12 in the name box.
\Name[Dubealex] --> Will show "Dubealex" in the name box.
\Name[\n[1]] --> Will show the name of hero ID# 1 in the name box.

Modify the text opacity:

\o[Opacity]

Use this to modify the opacity of the text in the message box. Enter a number between 0 and 255, where 255 is fully opaque and 0 is fully transparent.

Modify the text speed:

\s[Speed]

Use this to modify the speed of the text in the message box. Enter a number between 1 and 19, where 19 is the slowest.

Modify the text size:

\h[Size]

Use this to modify the size of the text in the message box. Enter a number between 6 and 32, where 32 is the biggest.

Show the message box above player or events:

\p[Option]

Use this to set the window to appear whether above the player or any event present in your map. Use the following options:

\p[Event ID]
\P[0]
\p[-1]

Using "\p[Event ID]" will put the window on top of the specified event ID.
Using "\p[0]" will put the window on top of the player.
Using "\p[-1]" will make a window without background and without borders.

Add wait in message and other commands like that:

\| --> Wait for 1 second
\. --> Wait for .25 second
\~ --> Auto close window at last letter
\! --> Wait for key input from the player
\\ --> Will show the backslash \ character

Set the letter by letter ON/OFF temporarly:

\< --> Will set it ON
\> --> Will set it OFF

Change the font in a message box (permanent):

\t[FontName]

FontName must be a .TTF found in Windows\Fonts and must be case sensitive. The changes made to the font will be permanent. So remember to do another command to revert it to anything you want. This script now works with the parenthesis, new in R3... So no worry about that ! It's safe now. This feature was added by Dubealex.

Play an SE as the letter are shown (permanent):

\a[FileName]

File must be in directory Audio\SE
Remember to set that effect OFF when you dont need it anymore using \a[] Leaving the brackets empty, or else the SE will be heard on all window from this point on.

Display text as a superscript:

\[First]second

The "FIRST" will be at normal size, and "SECOND" will be a little bit higher on the line, as a superscript.

Allow / Disallow Text Skip button (permanent):

\%

Use this command to toggle the text skip button to whether enabled or disabled. It's useful if you want to control the flow of some stories and you don't want the player to be able to skip the text by himself. Remember that the changes are permanent, meaning that if you use it once to disable the text skip, it will stay like that. Remember to do it once again to revert the text skip to enabled for the rest of the game. Feature added by Dubealex.

Modify the text color of the name box (permanent):

\z[ColorID]

Use this as you use the normal color command \c[ColorID] - But this time it will set the color used in the name box; and the changes will be permanent. So remember to do it once again to change the color back. Feature added by Dubealex.

Change the color of the text in message box permanentatly:

\Color[ColorID]

Use this as you use the normal color command \c[ColorID] - But this time it will set the color used in the message box permanently; meaning you wont have to use a color command on each message event from now on. Remember to do another command like this to revert the color to something you want. Feature added by Dubealex.

Customize other aspects of the AMS:

In the first lines of the AMS, you can customize things.

Those lines help you configure the default you will use in the AMS; so you can now specify the font name and size for both message box and name box independatly, and set their windowskin; which will not affect any other windows as the menus.

You can also set the position and size of the name box, just play with the values and test it. The default are written in the comments aside each line so you cannot "mess" the script up.

I also created an object named $ams that hold all those values for you, and it saves them in your save files, and load them when you load a game. This means that if you changed the font in the middle of your game, save the game, and reload the game, the font will still be the one you specified in the middle of your game -- This would not have worked in any other message script.

You can also access those settings to read or write to them in your game using the ATTR_ACCESSOR I created.

Have fun, and report any bug in this topic. But take note that some bug may occur because of other script, and I may not be able to help if it's the case.
=end

#===================================================
# ■ 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 = Font.default_name           #Choose the Font Name (Case Sensitive) for message box
@name_font_type = Font.default_name #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 = Juan_Configuration::Windowskins[4]   #Choose the WindowSkin for the Message Box
@name_box_skin = Juan_Configuration::Windowskins[4]       #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/Characters/faces/" + $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
#===================================================
Title: Re: Script Quest Log Help
Post by: Miracle 00 on November 04, 2009, 12:07:39 pm
Ignore that I keep getting this error


http://img14.imageshack.us/gal.php?g=errorij.jpg (http://img14.imageshack.us/gal.php?g=errorij.jpg)

thanks
Title: Re: Script Quest Log Help
Post by: Jackolas on November 04, 2009, 06:55:50 pm
srry.. i copied them right out of my own project

change these lines:

 @message_box_skin = Juan_Configuration::Windowskins[4]   #Choose the WindowSkin for the Message Box
@name_box_skin = Juan_Configuration::Windowskins[4]       #Choose the WindowSkin for the Name Box

change the Juan_Configuration::Windowskins[4 to the windowskin you want to use for your chat windows :P
Title: Re: Script Quest Log Help
Post by: Jalm on November 04, 2009, 07:19:26 pm
The comments in the script clearly say it's DubeAlex's AMS. Just saying.
Title: Re: Script Quest Log Help
Post by: Jackolas on November 05, 2009, 02:26:13 am
yeah.. saw it
Title: Re: Script Quest Log Help
Post by: Miracle 00 on November 05, 2009, 02:43:58 am
Im horrible with Coding I know I've done something wrong some more help please
(http://img5.imageshack.us/img5/455/errorpz.th.jpg) (http://img5.imageshack.us/i/errorpz.jpg/)


(http://img22.imageshack.us/img22/1862/error1s.th.jpg) (http://img22.imageshack.us/i/error1s.jpg/)
Title: Re: Script Quest Log Help
Post by: Jackolas on November 05, 2009, 04:46:03 am
@message_box_skin = 001-blue01   #Choose the WindowSkin for the Message Box
@name_box_skin = 001-blue01       #Choose the WindowSkin for the Name Box


like that:P
must say your methode is creative :P


the Juan_Configuration::Windowskins[4] is becouse i link it back to the main menu where you can change the window skin. (thats my main menu and won't work with yours)