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Piru
03.10.2005, 19:59
Also ich hab da mal sone Frage;

Kann ich im RM XP den Text auf dem titelbildschirm ne Farbinformation mitgeben, den also Schwarz machen?

Wenn ja, klappt das mittels Tags im Text oder muss ich da wieder in irgendwelchen Strinfs rumwerkeln...??^^

Nevius
04.10.2005, 11:54
das geht mit tags oder per RGSS!

tag: \C[NUMMER]

NUMMMER:

0 = weiss, 1 = blau, 2 = rot, 3 = Grün, 4 = Türkis, 5 = rosa, 6 = gelb, 7 = grau

also zbs. : \C[3] HALLO

würde das geben: HALLO

Mit script kannst du noch mehr farben darstellen... hab aber kein bock jetzt eins zu suchen... such halt selbst: www.rmxp.net im RGSS forum

Piru
04.10.2005, 12:14
Thx^^

Und wie siehts aus mit Wait Events in der Message?

Nevius
04.10.2005, 12:17
was meinste jetzt damit?

versuchs doch mal mit dem script von dubealex!

Also zuerst gehste auf werkzeuge -> scipteditor (im rmxp)

gehste zu oberst hin und drückst insert. Damit machst du ein neues script feld, nenne es wie du willst, aber es sollte ein name sein den es nochnet gibt...

dann kopier das rein




#===================================================
# ■ AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following: #NEW
# To configure the button to skip the dialog, search: #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================

LETTER_BY_LETTER_MODE = true #Set the letter by letter mode ON/OFF

#===================================================
# ▼ CLASS AMS Begins
#===================================================
class AMS

attr_accessor :name_box_x_offset
attr_accessor :name_box_y_offset
attr_accessor :font_type
attr_accessor :name_font_type
attr_accessor :font_size
attr_accessor :name_font_size
attr_accessor :message_box_opacity
attr_accessor :name_box_skin
attr_accessor :name_box_text_color
attr_accessor :message_box_text_color
attr_accessor :message_box_skin
attr_accessor :name_box_width
attr_accessor :name_box_height
attr_accessor :message_width
attr_accessor :message_height
attr_accessor :message_x
attr_accessor :message_y_bottom
attr_accessor :message_y_middle
attr_accessor :message_y_top
attr_accessor :event_message_x_ofset
attr_accessor :event_message_y_ofset

def initialize

@name_box_x_offset = 0 #Choose the X axis offset of the name bos. default= 0
@name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10
@name_box_width = 8 #Choose the width of the Name Box. default= 8
@name_box_height = 26 #Choose the height of the Name Box. default= 26

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

@message_box_opacity = 160 #Choose the opacity of the message window. Default=160
@message_box_skin = "001-Blue01" #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01" #Choose the WindowSkin for the Name Box

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

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

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


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

alias xrxs9_initialize initialize

def initialize

@alex_skip = false

xrxs9_initialize

if $soundname_on_speak == nil then
$soundname_on_speak = ""
end

$gaiji_file = "./Graphics/Gaiji/sample.png"

if FileTest.exist?($gaiji_file)
@gaiji_cache = Bitmap.new($gaiji_file)
else
@gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end


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

alias xrxs9_terminate_message terminate_message

def terminate_message

if @name_window_frame != nil
@name_window_frame.dispose
@name_window_frame = nil
end

if @name_window_text != nil
@name_window_text.dispose
@name_window_text = nil
end
xrxs9_terminate_message
end

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

def refresh

self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2

if $game_temp.choice_start == 0
@x = 8
end

if $game_temp.message_text != nil
@now_text = $game_temp.message_text
if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
@face_file = $1 + ".png"
@x = @face_indent = 128
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end

begin
last_text = @now_text.clone
@now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
@now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end

#NEW
#Dubealex's Stop Skip Text ON-OFF
@now_text.gsub!(/\\[%]/) { "\100" }
#End new command

#NEW
#Dubealex's Show Monster Name Feature
@now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
$data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
end
#End new command

#NEW
#Dubealex's Show Item Price Feature
@now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
$data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
end
#End new command

#NEW
#Dubealex's Show Hero Class Name Feature
@now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
$data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
end
#End new command

#NEW
#Dubealex's Show Current Map Name Feature
@now_text.gsub!(/\\[Mm]ap/) do
$game_map.name != nil ? $game_map.name : ""
end
#End new command

#NEW
#Dubealex's Choose Name Box Text Color
@now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
$ams.name_box_text_color=$1.to_i
@now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
end
#End new command

name_window_set = false
if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
name_window_set = true
name_text = $1
@now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
end

if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
@popchar = $1.to_i
if @popchar == -1
@x = @indent = 48
@y = 4
end
@now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
end

@max_choice_x = 0
if @popchar >= 0
@text_save = @now_text.clone
@max_x = 0
@max_y = 4
for i in 0..3
line = @now_text.split(/\n/)[3-i]
@max_y -= 1 if line == nil and @max_y <= 4-i
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
@max_x = cx if cx > @max_x
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
self.width = @max_x + 32 + @face_indent
self.height = (@max_y - 1) * 32 + 64
@max_choice_x -= 68
@max_choice_x -= @face_indent*216/128
else
@max_x = self.width - 32 - @face_indent
for i in 0..3
line = @now_text.split(/\n/)[i]
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
@max_choice_x += 8
end
@cursor_width = 0
@now_text.gsub!(/\\\\/) { "\000" }
@now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }

#NEW
#Dubealex's Permanent Color Change
@now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
$ams.message_box_text_color= $1.to_i
@now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
end
#End of new command

#NEW
#Dubealex's Font Change Feature
@now_text.gsub(/\\[Tt]\[(.*?)\]/) do
buftxt = $1.to_s
$ams.font_type = buftxt
@now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
end
#End of new command

@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
@now_text.gsub!(/\\[Ii]/) { "\023" }
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
@now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }

reset_window

if name_window_set
color=$ams.name_box_text_color
off_x = $ams.name_box_x_offset
off_y = $ams.name_box_y_offset
space = 2
x = self.x + off_x - space / 2
y = self.y + off_y - space / 2
w = self.contents.text_size(name_text).width + $ams.name_box_width + space
h = $ams.name_box_height + space
@name_window_frame = Window_Frame.new(x, y, w, h)
@name_window_frame.z = self.z + 1
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(x, y, name_text, color)
@name_window_text.z = self.z + 2
end
end

reset_window

if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end

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

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

def update

super

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

if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = LETTER_BY_LETTER_MODE
while true
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
if (c = @now_text.slice!(/./m)) != nil
if c == "\000"
c = "\\"
end

if c == "\001"
@now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
temp_color = $1
color = temp_color.to_i
leading_x = temp_color.to_s.slice!(/./m)
if leading_x == "#"
self.contents.font.color = hex_color(temp_color)
next
end
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end

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

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

if c == "\004"
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
if buftxt.match(/\//) == nil and buftxt != "" then
$soundname_on_speak = "Audio/SE/" + buftxt
else
$soundname_on_speak = buftxt.dup
end
c = ""
elsif c == "\004"
c = ""
end

if c == "\005"
@write_wait += 5
c = ""
end

if c == "\006"
@write_wait += 20
c = ""
end

if c == "\016"
text_not_skip = false
c = ""
end

if c == "\017"
text_not_skip = true
c = ""
end

if c == "\020"
@mid_stop = true
c = ""
end

if c == "\021"
terminate_message
return
end

if c == "\023"
@indent = @x
c = ""
end

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

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

if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end

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

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

if c == "\n"
@lines += 1
@y += 1
@x = 0 + @indent + @face_indent
if @lines >= $game_temp.choice_start
@x = 8 + @indent + @face_indent
@cursor_width = @max_choice_x
end
c = ""
end

if c == "\022"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
c = ""
end

#NEW
#Dubealex's Text Skip On/OFF Command
if c == "\100"
if @alex_skip==false
@alex_skip=true
else
@alex_skip=false
end
c = ""
end
#end of new command

if c != ""
self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
end

#SKIP_TEXT_CODE

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

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

if text_not_skip
break
end
end
@write_wait += @write_speed
return
end

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

if @contents_showing
if $game_temp.choice_max == 0
self.pause = true
end

if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end

if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
if @mid_stop
@mid_stop = false
return
else
terminate_message
end
end
return
end

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

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

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

def get_character(parameter)

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

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

def reset_window

#MESSAGE_SIZE
#MESSAGE_POSITION

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

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

def gaiji_draw(x, y, num)

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

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

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

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

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

def line_height
return 32

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

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

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

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

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

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

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

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

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

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

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

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

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

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

def dispose
terminate_message

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

unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end

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

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

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


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

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

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

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


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

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


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

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

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

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


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

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

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

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


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

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

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

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

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


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

alias ams_original_write_save_data write_save_data

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

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


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

alias ams_original_read_save_data read_save_data

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

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


OK und fertig!

Instruction Manual:

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.



WIE GESAGT DAS SCRIPT IST VON DUBEALEX !!!!

Piru
04.10.2005, 12:26
Im RM 2K konnte man durch Comand wie (ich glaube das war so: ) \| Waits einbauen, und mit \|\^ Warten und zur nächsten mesage springen.

Geht das beim XP jetz nichmehr?^^

Nevius
04.10.2005, 12:32
geht mit script! habs oben reineditiert!

Piru
04.10.2005, 12:47
http://theone.fasthoster.de/gehtnich;_;.GIF

geht nich mit sript XD

Weiter gehts :
:eek:
http://theone.fasthoster.de/Gehtnich;_;2.GIF

Scheint mir alles recht verbuggt zu sein XD

Nevius
04.10.2005, 15:49
Also:

1. schau ob alles richtig gemacht hast!

2. zieh dir diese (http://www.dubealex.com/index.php?act=Attach&type=post&id=241) datei und mach sie in rpgmaker verzeichnis + rtp verzeichnis

3. lösche alles savegames in dem spieleordner des spiels in dem du das script verwendest!

Piru
04.10.2005, 20:39
Könntest du mir mal den Pfad sagen?

ich hab das jetz in WONDOWS/System, und in WINDOWS/system32...

Muss das jetz noch irgendwo in den Enterbrainordner rein?^^

Nevius
04.10.2005, 21:28
tus da rein wos schon ist (also ersetzen)

Piru
04.10.2005, 21:39
Ich hab die ordner durchgecheckt und das is noch nirgendwo...^^

Nevius
06.10.2005, 11:17
dann haste englisch version vom xp... such nach RGSS102E.dll, ändere die RGSS100J.dll in RGSS102E.dll um und kopier sie nach system32...