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*AMS (Advance Message Script)


mizard
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DESCRIZIONE:

  • Questo AMS è molto utile, perché a differenza degli altri AMS, questo permette circa 29 comandi per personalizzare il vostro messaggio, come cambiare il font del messaggio, inserire faccie, visualizzare il nome del personaggio e in più si può abilitare/disabilitare la moadlità "salta messaggio". Questi ultimi li trovate tra le istruzioni.

AUTORE:

  • Dubealex

ISTRUZIONI PER L'USO:

  • Eccovi illustrati tutti i comandi possibili:
# Mostra oro: \G
# Cambiare font: \t[FontName]
# Mostra la classe di un pg: \Class[Hero ID]
# Prezzo di uno strumento: \Price[item ID]
# Mostra il nome di una mappa: \ Map
# Inserire un faceset nel dialogo: \f[FileName] (devono essere per forza file png di 96x96 pixel messi nella cartella pictures)
# Usare comandi per i colori in exadecimale: \\c[#000000](modificare i numeri)
# Cambiare colore al testo: \c[Color ID]
# Mostrare qualcosa: \v[iD]-->Mostra una variabile
# \v[i ID]-->mostra un oggetto
# \v[w ID]-->mostra un'arma
# \v[a ID]-->mostra un'armatura
# \v[s ID]-->mostra una abilità
# Mettere il messaggio su un evento: \P[Event ID]
# Mettere il messaggio sul giocatore: \ p[0] ,se mettere \p[-1] verrà la window skin senza bordi e background
# Mostrare il nome: \name[Nome]
# Mostrare il nome di un eroe: \n[iD]
# Mostrare il nome di un eroe nel window name: \name[\n[iD]]
# Cambiare la velocità: \s[0-19]La velocità va da 0 a 19(0 è il più veloce,19 il più lento)
# Cambire la grandezza del dialogo:\h[6-32] 36 è il più grande,6 ci vuole il microscopio.
# Mostrare un nome di mostro: \m[iD]
# Attendi imput: \!
# Iniziare/Interrompere la modalità letter-by-letter: finisce con \>,inizia con \<
# Aspettare: \| è un secondo,\. è 0.25 secondi
# Cambaire l'opacità: \o[Numero],da 0(trasparente) a 255.
# Attivare/disattivare la modalità salta dialogo: \%
# Modificare il colore permanentemente: \Color[iD]
# Cambiare il colore nel nome: \z[iD]
# Chiusura automatica di un testo: \~

 


COME INSTALLARLO:

  • Semplicissimo: create una classe sopra Main e chiamatela AMS:

 

 

#===================================================
# ¦ 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 = 28 #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 = "futuriste" #Choose the WindowSkin for the Message Box
		@name_box_skin = "futuriste" #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!(/\\\\/) { "0" }
		@now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "1[#{$1}]" }
		@now_text.gsub!(/\\[Gg]/) { "2" }
		@now_text.gsub!(/\\[ss]\[([0-9]+)\]/) { "3[#{$1}]" }
		@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "4[#{$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!(/\\[.]/) { "5" }
		@now_text.gsub!(/\\[|]/) { "6" }
		@now_text.gsub!(/\\[>]/) { "16" }
		@now_text.gsub!(/\\[<]/) { "17" }
		@now_text.gsub!(/\\[!]/) { "20" }
		@now_text.gsub!(/\\[~]/) { "21" }
		@now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "22[#{$1}]" }
		@now_text.gsub!(/\\[ii]/) { "23" }
		@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "24[#{$1}]" }
		@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "25[#{$1}]" }
		@now_text.gsub!(/\\[bb]\[([0-9]+)\]/) { "26[#{$1}]" }
		@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "27[#{$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 == "0"
				c = "\\"
			end
			
			if c == "1"
				@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 == "2"
				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 == "3"
				@now_text.sub!(/\[([0-9]+)\]/, "")
				speed = $1.to_i
				if speed >= 0 and speed <= 19
					@write_speed = speed
				end
				c = ""
			end
			
			if c == "4"
				@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 == "4"
				c = ""
			end
			
			if c == "5"
				@write_wait += 5
				c = ""
			end
			
			if c == "6"
				@write_wait += 20
				c = ""
			end
			
			if c == "16"
				text_not_skip = false
				c = ""
			end
			
			if c == "17"
				text_not_skip = true
				c = ""
			end
			
			if c == "20"
				@mid_stop = true
				c = ""
			end
			
			if c == "21"
				terminate_message
				return
			end
			
			if c == "23"
				@indent = @x
				c = ""
			end
			
			if c == "24"
				@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 == "25"
				@now_text.sub!(/\[([0-9]+)\]/, "")
				self.contents.font.size = [[$1.to_i, 6].max, 32].min
				c = ""
			end
			
			if c == "26"
				@now_text.sub!(/\[([0-9]+)\]/, "")
				@x += $1.to_i
				c = ""
			end
			
			if c == "27"
				@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 == "30"
				@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 == "22"
				@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©.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("30[%s]%s", $data_items[index].icon_name, $data_items[index].name)
	end
when "w"
	unless $data_weapons[index].name == nil
		r = sprintf("30[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
	end
when "a"
	unless $data_armors[index].name == nil
		r = sprintf("30[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
	end
when "s"
	unless $data_skills[index].name == nil
		r = sprintf("30[%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
#===================================================

 

 

 

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