Ergebnis 1 bis 6 von 6

Thema: [UMS] Iconpositionierung fehlerhaft?

  1. #1

    [UMS] Iconpositionierung fehlerhaft?

    Is schon verdammt lange her, dass ich mal ein Thema zu sowas eröffnet habe, und dann noch zum RMXP.
    Well, ich hoffe, dass mir diesbezüglich jemand weiterhelfen kann, ich selbst bin eine totale RGSS-Niete (und wenn, dann wirklich nur rudimentärst), und weiss gar nicht wo ich genau ansetzen soll. Ich bin mir aber fast sicher, dass es eine Lösung zu meinem Problem geben muss - Ruby ist ja sonst so flexibel.

    Also, des Pudels Kern ist das hier:



    Ich möchte mit UMS (Universal Message System, V1.30 von Ccoa) ein Icon (24x24 Pixel) in die Textbox setzen, das geht ganz normal durch einen Befehl, der im UMS definiert ist. Das Hauptproblem besteht jetzt nun darin, dass wenn ich eine einzelne Zeile angebe (wie es ja oft der Fall ist, wenn man zB Schatztruhen oder dergleichen öffnet, und man den Inhalt auswerfen möchte), das Script anscheinend mit der Textbox kollidiert. UMS scheint hier nämlich aus dem Windowskin die halbe Höhe des Textboxrandes zu nehmen, und ihn einfach oben bzw. unten anzukleistern - Ergebnis siehe (1). Icon und Schrift werden unten abgeschnitten, weil die Größe der Schrift bzw. des Icons aus irgendeinem Grund in den Randbereich der Textbox reichen. Gleich im Vorhinein: Ich habe nicht vor, die Schrift (momentan Arial, damit ist die Gefahr am geringsten, dass jemand die Schrift nicht haben könnte, am geringsten) größer (momentan auf 16) zu setzen, sieht erstens scheisse aus, und zweitens kann man dadurch nur viel weniger Text schreiben, da der Platz in einer Textbox ohnehin schon knapp ist. Und ja, je größer die Schrift, desto besser passt das Icon hin. Ist mir bekannt.

    (2) war ein Test, wenn noch unter der Zeile eine weitere Textzeile steht. Das Icon wird zwar nicht abgeschnitten, aber man erkennt durchaus eine Art Verschiebung bzw. Falschpositionierung des Icons, nachdem die unteren ein bis zwei Pixelreihen des Icons den Text darunter bereits berühren.

    (3) und (4) sind IMHO Extrembeispiele, die zeigen, was es noch für Möglichkeiten gibt, wo und wie UMS das Icon falsch positioniert.

    Jetzt die große Preisfrage:
    Kann man da was im UMS selber ändern, dass das Icon besser positioniert wird, oder ist das Script bezüglich Iconsetzung einfach nur schlecht? Gäbe es Alternativen, die das Gleiche wie UMS können, aber diesen "Fehler" nicht haben?
    Irgendwie muss man dem Problem ja beikommen können. Ich hab schon mal The_Burrito gefragt, und wenn ich mich richtig erinnere, hat er zB dieses Problem nicht. Das kann durchaus daran liegen, dass er eine andere Schriftart benutzt, die wohl groß genug definiert ist, dass ein Icon in eine Zeile passt. Ist das dann vielleicht am Ende die notgedrungene Lösung? Muss ich mir ein Font suchen, das mit großer Schrift immer noch klein genug ist, damit ich genug Information in eine Textbox packen kann?

    Help teh RGSS-n00b!
    Der Smilie musste da jetzt einfach mal hin.

  2. #2
    Hm ich denke das Überschreiben des Icons kommt daher, dass es auf einer niedrigeren Ebene liegt als der Text selber. Man kann ja jedem Sprite sozusagen eine z-Koordinate zuordnen. Also lässt sich das Problem evtl. dadurch beheben, dass man die entsprechende Variable für das Icon umändert (die ich leider nicht kenne). Das Problem mit der Positionierung wird dadurch natürlich nicht gelöst, aber um da etwas sagen zu können, müsste ich das Script schon sehen.

  3. #3
    Code:
    # *****************************************************************************
    # *    Universal Message System
    # *      v1.30
    # *      by Ccoa
    # *****************************************************************************
    # Usage:
    =begin
    
    IN MESSAGE CODES
      \b          - toggle bold on and off
      \bopc[i]    - change the back opacity for this message to i (should be 0-255)
      \c[i]       - change the text color
      \c[#IIIIII] - change the text color to the hex code (temporary)
      \e[i]       - place the text box over event i (0 = player, -1 no event)
      \face[name] - changes the face graphic to name.png (leave empty [] for no face)
      \fl         - change face justification to left
      \font[name] - change the font to name, leave empty [] to return to the default font
      \fr         - change face justification to right
      \g          - display the gold window
      \height     - height of the message window, works only in normal mode
      \i          - toggle italics on and off
      \ignr       - Do not write anything on this line, only process codes, must be the first thing on a line 
      \jc         - justify the window to the center, ignored if using \e
      \jl         - justify the window to the left, ignored if using \e
      \jr         - justify the window to the right, ignored if using \e
      \m          - toggle mode between normal and fit window to text
      \n[i]       - display the name of actor i
      \nm[name]   - display the name in the name window, leave empty [] to remove the name window
      \oa[i]      - display the icon and name of armor i
      \oi[i]      - display the icon and name of item i
      \opc[i]     - change the opacity for this message to i (should be 0-255)
      \os[i]      - display the icon and name of skill i
      \ow[i]      - display the icon and name of weapon i
      \p[i]       - pause for i frames before writing the next character
      \pt         - toggle pause display on and off
      \s          - toggle shadowed text
      \shk[i]     - set window shake to i, higher i is bigger shake, 0 is no shake
      \skip       - toggle text skip on and off
      \t1         - switch to the talk1 comic thingy
      \t2         - switch to the talk2 comic thingy
      \tc         - center the text, must be the first thing on a line
      \th         - switch to the thought comic thingy
      \tl         - left justify the text, must be the first thing on a line
      \tr         - right justify the text, must be the first thing on a line
      \v[i]       - display variable i
      \width      - width of the message window, works only in normal mode
      \w[i]       - wait for i frames after receiving this code, then close the window
      \ws[i]      - change the write speed to i
      \slv[name]  - set this window to be slave window name, or show slave window name
      \inc        - include this window in the last
      
    OUT OF MESSAGE CODES (use in a Script event command)
    $game_system.ums_mode = NORMAL_MODE - switch to normal mode
    $game_system.ums_mode = FIT_WINDOW_TO_TEXT - switch to fit window mode
    $game_system.text_skip = true - turn text skip on
    $game_system.text_skip = false
    true                           - turn text skip off (true is necessary)
    $game_system.text_mode = WRITE_FASTER - change skip mode to write faster
    $game_system.text_mode = WRITE_ALL - change skip mode to write all
    $game_system.write_speed = i - change the delay between letters to i frames
    $game_system.window_height = i - change the window height to i
    $game_system.window_width = i - change the window width to i
    $game_system.window_justification = RIGHT - make the window right justified
    $game_system.window_justification = LEFT - make the window left justified
    $game_system.window_justification = CENTER - make the window center justified
    $game_system.face_graphic = "filename" - change the face graphic to filename.png
    $game_system.face_graphic = "" - change the face graphic to none
    $game_system.face_graphic_justification = LEFT - the face graphic is on the left side
    $game_system.face_graphic_justification = RIGHT - the face graphic is on the right side
    $game_system.face_graphic_position = TOP - face graphic appears on top of window
    $game_system.face_graphic_position = CENTER - face graphic appears centered in window
    $game_system.face_graphic_position = BOTTOM - face graphic appears on the bottom of window
    $game_system.shadow_text = true - turn text shadowing on
    $game_system.shadow_text = false
    true                            - turn text shadowing off (true is necessary)
    $game_system.shadow_color = Color.new(red, blue, green, alpha) - change shadow color
    $game_system.message_event = what event to put the message over (0 = player, -1 = no event)
    $game_system.comic_enabled = false 
    true                               - turn off comic thingy
    $game_system.comic_enabled = true  - turn on comic thingy (only works with message_event not -1)
    $game_system.comic_style = TALK1   - use the talk1.png comic thingy
    $game_system.comic_style = TALK2   - use the talk2.png comic thingy
    $game_system.comic_style = THOUGHT - use the thought.png comic thingy
    $game_system.name = "name" - change the text of the name window to name
    $game_system.name = "" - remove the name window
    $game_system.font = "name" - change the font to name
    $game_system.font = "" - return the font to the default
    $game_system.text_justification = CENTER - center justify the text
    $game_system.text_justification = LEFT - left justify the text
    $game_system.text_justification = RIGHT - right justify the text
    $game_system.show_pause = true - show pause icon when waiting for user input
    $game_system.show_pause = false - don't show pause icon when waiting for user input
    $game_system.shake = 0 - turn window shake off
    $game_system.shake = i - set shake to i, higher i is bigger shake
    $game_system.sound_effect = "" - turn off the letter-by-letter SE
    $game_system.sound_effect = "sename" - play the SE sename with each letter written
    $game_system.animated_faces = false - do not use animated faces
    $game_system.animated_faces = true - use animated faces
    $game_system.animation_pause = i - Wait i frames between each animation
    $game_system.face_frame_width = i - Each frame on the faceset is i pixels
    $game_system.resting_face = "" - Do not use a resting face
    $game_system.resting_face = "name" - Use a different animated face named facenamename when done talking
    $game_system.resting_animation_pause = i - Wait i frames between resting animations
    $game_system.text_mode = ONE_LETTER_AT_A_TIME - write text one letter at a time
    $game_system.text_mode = ALL_AT_ONCE - write text all at once
    $game_system.font_color = Color.new(R, G, B, A) - permanently change the font color to the RGBA color given here
    $game_system.font_color = nil - return the font color permanently to normal_color (white, by default)
    $game_system.windowskin = "windowskinname" - change the message box windowskin to windowskin
    $game_system.windowskin = "" - change the message box windowskin back to the one in the database
    $game_system.name_window = true - show the name window
    $game_system.name_window = false - hide the name window (just show the text)
    $game_system.opacity = i - change the message window back opacity to i (0-255)
    
    =end
    # *****************************************************************************
    #  CONSTANTS
    # *****************************************************************************
    
    # modes
    NORMAL_MODE        = 0
    FIT_WINDOW_TO_TEXT = 1
    
    #text modes
    ONE_LETTER_AT_A_TIME = 0
    ALL_AT_ONCE          = 1
    
    # skip modes
    WRITE_FASTER = 0
    WRITE_ALL    = 1
    
    # justifications
    RIGHT  = 0
    CENTER = 1
    LEFT   = 2
    
    # positions for extra objects (face graphics, choice box, etc)
    ABOVE  = 0  # place the object above the top of the message box
    CENTER = 1  # center the object vertically inside the message box
    BOTTOM = 2  # place the bottom of the object on the bottom of the message box
    SIDE   = 3  # to the side of the message box (which side depends on justification)
    
    # comic type
    TALK1   = 0
    TALK2   = 1
    THOUGHT = 2
    
    
    # *****************************************************************************
    #  Changes to Game_System.  This allows any changes made to be saved when the
    #     game is saved.
    # *****************************************************************************
    
    class Game_System
      attr_accessor :ums_mode # what mode the UMS is in
      attr_accessor :text_skip # whether or not text skip is activated
      attr_accessor :skip_mode # write the text faster while C is pressed, or just skip to the end
      attr_accessor :write_speed # frame delay between characters
      
      attr_accessor :text_mode # write one letter at a time, or all at once?
      
      attr_accessor :window_height # default height of message window
      attr_accessor :window_width # default width of message window
      attr_accessor :window_justification # default justification of window
      
      attr_accessor :face_graphic # current face graphic
      attr_accessor :face_graphic_justification # justification of face graphic
      attr_accessor :face_graphic_position # position of face graphic
      
      attr_accessor :shadowed_text # whether or not to draw a shadow behind the text
      attr_accessor :shadow_color # the shadow color
      
      attr_accessor :choice_justification # where the choice window is located
      attr_accessor :choice_position # prefered position of choice window
      
      attr_accessor :message_event # what event to center the text over (0 player, -1 to not)
      
      attr_accessor :comic_enabled # using "talk" icons?
      attr_accessor :comic_style   # what type of comic image to use
      
      attr_accessor :name # the text for the name window
      attr_accessor :name_window # should the name window be visible?
      
      attr_accessor :font # the name of the font
      attr_accessor :font_color # the name of the (permanent) font color
      
      attr_accessor :text_justification # the justification of the window text
      
      attr_accessor :show_pause # whether or not to show the pause icon
      
      attr_accessor :shake # the amount of shake for the window
      
      attr_accessor :sound_effect # SE to play with each letter
      
      attr_accessor :slave_windows # hash of slave windows
      attr_accessor :indy_windows  # hash of independent windows
      
      attr_accessor :animated_faces # are the faces animated?
      attr_accessor :animation_pause # how long do I wait between animation loops?
      attr_accessor :face_frame_width # how many pixels wide is each face frame
      attr_accessor :resting_face  # postext for waiting face graphic
      attr_accessor :resting_animation_pause # how long to wait for resting graphic
      
      attr_accessor :windowskin # what windowskin to use for messages
      attr_accessor :back_opacity # back opacity of windowskin
      attr_accessor :opacity # opacity of windowskin
      
      attr_reader :shortcuts  # user-defined shortcuts
      
      alias ums_initialize initialize
      def initialize
        ums_initialize
        @ums_mode = NORMAL_MODE
        
        @skip_mode = WRITE_ALL
        @text_skip = true
        @write_speed = 2
        
        @text_mode = ONE_LETTER_AT_A_TIME
        
        @window_height = 128
        @window_width = 480
        @window_justification = CENTER
        
        @face_graphic = ""
        @face_graphic_justification = LEFT
        @face_graphic_position = CENTER
        
        @shadowed_text = false
        @shadow_color = Color.new(0, 0, 0, 100)
        
        @choice_justification = RIGHT
        @choice_position = SIDE
        
        @message_event = -1
        
        @comic_enabled = false
        @comic_style = TALK1
        
        @name = ""
        @name_window = false
        
        @font = "Arial"
        @font_color = nil
        
        @text_justification = LEFT
        
        @show_pause = true
        
        @shake = 0
        
        @sound_effect = ""
        
        @slave_windows = {}
        @indy_windows  = {}
        
        @animated_faces = false
        @animation_pause = 80
        @face_frame_width = 100
        @resting_face = ""
        @resting_animation_pause = 80
        
        @windowskin = ""
        @opacity = 255
        @back_opacity = 160
        
        @used_codes = ['\v', '\n', '\c', '\g', '\skip', '\m', '\height', '\width', 
                       '\jr', '\jc', '\jl', '\face', '\fl', '\fr', '\b', '\i', '\s',
                       '\e', '\t1', '\t2', '\th', '\nm', '\font', '\p', '\w', '\ws',
                       '\oa', '\oi', '\os', '\ow', '\tl', '\tr', '\tc', '\ignr', 
                       '\shk', '\slv', '\ind', '\inc']
                       
        @shortcuts = {}
      end
      
      def add_shortcut(shortcut, code)
        text = shortcut.downcase
        if !@used_codes.include?(text)
          @shortcuts[shortcut] = code
        end
      end
      
      def open_window(name)
        if $game_system.indy_windows.has_key?(name)
          $game_system.indy_windows[name].show = true
        end
      end
      
      def close_window(name)
        if $game_system.indy_windows.has_key?(name)
          $game_system.indy_windows[name].dispose
          $game_system.indy_windows.delete(name)
        end
      end
    end
    
    
    #==============================================================================
    # ** Game_Temp
    #------------------------------------------------------------------------------
    #  This class handles temporary data that is not included with save data.
    #  Refer to "$game_temp" for the instance of this class.
    #==============================================================================
    class Game_Temp
      attr_accessor :choices
    end
    
    class Scene_Map
      alias ums_update update
      def update
        $game_system.slave_windows.each_value { |window| window.update }
        $game_system.indy_windows.each_value { |window| window.update }
        ums_update
      end
    end
    
    class Interpreter
      #--------------------------------------------------------------------------
      # * Show Text
      #--------------------------------------------------------------------------
      def command_101
        # If other text has been set to message_text
        if $game_temp.message_text != nil
          # End
          return false
        end
        # Set message end waiting flag and callback
        @message_waiting = true
        $game_temp.message_proc = Proc.new { @message_waiting = false }
        # Set message text on first line
        $game_temp.message_text = @list[@index].parameters[0] + "\n"
        line_count = 1
        # Loop
        loop do
          # If next event command text is on the second line or after
          if @list[@index + 1].code == 401
            # Add the second line or after to message_text
            $game_temp.message_text += @list[@index + 1].parameters[0] + "\n"
            line_count += 1
          # If the next event command is show text
          elsif @list[@index + 1].code == 101
            # If the text contains the \inc code
            if @list[@index + 1].parameters[0].index(/\\[Ii][Nn][Cc]/) != nil
              $game_temp.message_text += @list[@index + 1].parameters[0] + "\n"
              $game_temp.message_text.sub!(/\\[Ii][Nn][Cc]/) { "" }
            else
              return true
            end
          # If event command is not on the second line or after
          else
            # If next event command is show choices
            if @list[@index + 1].code == 102
              # If choices fit on screen
              #if @list[@index+1].parameters[0].size <= 4 - line_count
                # Advance index
                @index += 1
                # Choices setup
                $game_temp.choice_start = line_count
                setup_choices(@list[@index].parameters)
              #end
            # If next event command is input number
            elsif @list[@index + 1].code == 103
              # If number input window fits on screen
              if line_count < 4
                # Advance index
                @index += 1
                # Number input setup
                $game_temp.num_input_start = line_count
                $game_temp.num_input_variable_id = @list[@index].parameters[0]
                $game_temp.num_input_digits_max = @list[@index].parameters[1]
              end
            end
            # Continue
            return true
          end
          # Advance index
          @index += 1
        end
      end
      #--------------------------------------------------------------------------
      # * Setup Choices
      #--------------------------------------------------------------------------
      def setup_choices(parameters)
        # Set choice item count to choice_max
        $game_temp.choice_max = parameters[0].size
        # Set choice to message_text
        $game_temp.choices = parameters[0]
        # Set cancel processing
        $game_temp.choice_cancel_type = parameters[1]
        
        # Set callback
        current_indent = @list[@index].indent
        $game_temp.choice_proc = Proc.new { |n| @branch[current_indent] = n }
      end
      
      #--------------------------------------------------------------------------
      # * Input Number
      #--------------------------------------------------------------------------
      def command_103
        # If text has been set to message_text
        if $game_temp.message_text != nil
          # End
          return false
        end
        # Set message end waiting flag and callback
        @message_waiting = true
        $game_temp.message_proc = Proc.new { @message_waiting = false }
        # Number input setup
        $game_temp.message_text = ""
        $game_temp.num_input_start = 0
        $game_temp.num_input_variable_id = @parameters[0]
        $game_temp.num_input_digits_max = @parameters[1]
        # Continue
        return true
      end
      
      #--------------------------------------------------------------------------
      # * Script
      #--------------------------------------------------------------------------
      def command_355
        # Set first line to script
        script = @list[@index].parameters[0] + "\n"
        # Loop
        loop do
          # If next event command is second line of script or after
          if @list[@index + 1].code == 655
            # Add second line or after to script
            script += @list[@index + 1].parameters[0] + "\n"
          # If event command is not second line or after
          else
            # Abort loop
            break
          end
          # Advance index
          @index += 1
        end
        # Evaluation
        result = eval(script)
    
        # Continue
        return true
      end
    end
    
    # *****************************************************************************
    #  Changes to Window_Message.  This is the bulk of the script
    # *****************************************************************************
    #==============================================================================
    # ** Window_Message
    #------------------------------------------------------------------------------
    #  This message window is used to display text.
    #==============================================================================
    
    class Window_Message < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        # x-coordinate depends on justification
        if $game_system.window_justification == RIGHT
          x = 640 - self.width
        elsif $game_system.window_justification == LEFT
          x = 0
        else # center
          x = (640 - $game_system.window_width) / 2
        end
        # y-coordinate depends on height
        y = 480 - $game_system.window_height - 16
        super(x, y, $game_system.window_width, $game_system.window_height)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.visible = false
        self.z = 49
        @fade_in = false
        @fade_out = false
        @contents_showing = false
        
        # face graphic sprite
        @face = Sprite.new
        @face.opacity = 0
        @face.z = self.z + 1
        @face_offset = 0
        
        # choice window
        @choice_window = Window_Choice.new([]) 
        @choice_window.back_opacity = self.back_opacity
        
        # comic sprite
        @comic = Sprite.new
        @comic.opacity = 0
        @comic.z = self.z + 1
        if $game_system.comic_style == TALK1
          @comic.bitmap = RPG::Cache.windowskin("talk1")
        elsif $game_system.comic_style == TALK2
          @comic.bitmap = RPG::Cache.windowskin("talk2")
        else # thought
          @comic.bitmap = RPG::Cache.windowskin("thought")
        end
        
        # name window
        @name_window = Window_Name.new
        @name_window.z = self.z + 1
        
        @pause_time = 0
        @wait = 0
        
        @show = false
        
        @face_frame = 0
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        terminate_message
        $game_temp.message_window_showing = false
        if @input_number_window != nil
          @input_number_window.dispose
        end
        @face.dispose
        @choice_window.dispose
        @comic.dispose
        @name_window.dispose
        super
      end
      #--------------------------------------------------------------------------
      # * Terminate Message
      #--------------------------------------------------------------------------
      def terminate_message
        @show = false
        self.active = false
        self.pause = false
        self.contents.clear
        # Clear showing flag
        @contents_showing = false
        # Call message callback
        if $game_temp.message_proc != nil
          $game_temp.message_proc.call
        end
        # Clear variables related to text, choices, and number input
        $game_temp.message_text = nil
        $game_temp.message_proc = nil
        $game_temp.choice_start = 99
        $game_temp.choice_max = 0
        $game_temp.choice_cancel_type = 0
        $game_temp.choice_proc = nil
        $game_temp.num_input_start = 99
        $game_temp.num_input_variable_id = 0
        $game_temp.num_input_digits_max = 0
        # Open gold window
        if @gold_window != nil
          @gold_window.dispose
          @gold_window = nil
        end
        @choice_window.visible = false
        @choice_window.active = false
        @comic.opacity = 0
        $game_system.slave_windows.each_pair {|name, window| 
          if window.show == true
            window.dispose
            $game_system.slave_windows.delete(name)
          end
        }
        @done = false
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        if $game_system.font_color.nil?
          self.contents.font.color = normal_color
        else
          self.contents.font.color = $game_system.font_color
        end
        if $game_system.windowskin != ""  
          self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
        else
          self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
        end
        @show = true
        @x = @y = 0
    
        # If waiting for a message to be displayed
        if $game_temp.message_text != nil 
          @text = $game_temp.message_text
          
          # replace shortcuts with original code
          $game_system.shortcuts.each { |shortcut, code|
            @text.gsub!(shortcut, code)
          }
          
          # VERY first thing.  Check to see if this is being set up as a slave
          #  or independent window.
          if @text.index(/\\[Ss][Ll][Vv]\[(.*?)\]/) != nil
            # is this a new slave window, or a request to display it?
            if !$game_system.slave_windows.has_key?($1.to_s)
              # there is no such slave window yet.  Set it up.
              @text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/, "")
              $game_system.slave_windows[$1.to_s] = Window_Slave.new(@text)
              @text = ""
              @show = false
              terminate_message
              return
            end
          end
          if @text.index(/\\[Ii][Nn][Dd]\[(.*?)\]/) != nil
            # is this a new independent window, or a request to display it?
            if !$game_system.indy_windows.has_key?($1.to_s)
              # there is no such slave window yet.  Set it up.
              @text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/, "")
              $game_system.indy_windows[$1.to_s] = Window_Slave.new(@text)
              @text = ""
              @show = false
              terminate_message
              return
            end
          end
          
          # Control text processing
          begin
            last_text = @text.clone
            @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
          end until @text == last_text
          @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
            $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
          end
          
          # window mode
          if @text.index(/\\[Mm]/) != nil
            if $game_system.ums_mode == NORMAL_MODE
              $game_system.ums_mode = FIT_WINDOW_TO_TEXT
            else
              $game_system.ums_mode = NORMAL_MODE
            end
            @text.gsub!(/\\[Mm]/) { "" }
          end
          
          # window height
          @text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][tt]\[([0-9]+)\]/) do
            $game_system.window_height = $1.to_i
            ""
          end
          
          # window width
          @text.gsub!(/\\[Ww][Ii][Dd][tt][Hh]\[([0-9]+)\]/) do
            $game_system.window_width = $1.to_i
            ""
          end
          
          # justification
          @text.gsub!(/\\[Jj][Rr]/) do
            $game_system.window_justification = RIGHT
            reset_window
            ""
          end
          @text.gsub!(/\\[Jj][Cc]/) do
            $game_system.window_justification = CENTER
            reset_window
            ""
          end      
          @text.gsub!(/\\[Jj][Ll]/) do
            $game_system.window_justification = LEFT
            reset_window
            ""
          end
          
          # face graphics
          @text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do
            $game_system.face_graphic = $1.to_s
            if $1.to_s == ""
              @face.opacity = 0
            end
            ""
          end
          @text.gsub!(/\\[Ff][Ll]/) do
            $game_system.face_graphic_justification = LEFT
            ""
          end
          @text.gsub!(/\\[Ff][Rr]/) do
            $game_system.face_graphic_justification = RIGHT
            ""
          end
          
          # event centering
          @text.gsub!(/\\[Ee]\[([0-9]+)\]/) do
            $game_system.message_event = $1.to_i
            ""
          end
          
          # comic thingy
          @text.gsub!(/\\[tt]1/) do
            $game_system.comic_style = TALK1
            @comic.bitmap = RPG::Cache.windowskin("talk1.png")
            ""
          end
          @text.gsub!(/\\[tt]2/) do
            $game_system.comic_style = TALK2
            @comic.bitmap = RPG::Cache.windowskin("talk2.png")
            ""
          end
          @text.gsub!(/\\[tt][Hh]/) do
            $game_system.comic_style = THOUGHT
            @comic.bitmap = RPG::Cache.windowskin("thought.png")
            ""
          end
          
          # name window
          @text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do
            $game_system.name = $1.to_s
            if $1.to_s == ""
              @name_window.visible = false
              @name_window.dummy_window.visible = false
            end
            ""
          end
          
          # toggle pause
          @text.gsub!(/\\[Pp][tt]/) do
            $game_system.show_pause = !$game_system.show_pause
            ""
          end
          
          # shaking
          @text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do
            $game_system.shake = $1.to_i
            ""
          end
          
          # back opacity
          @text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do
            $game_system.back_opacity = $1.to_i
            self.back_opacity = $game_system.back_opacity
            ""
          end
          
          # opacity
          @text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do
            $game_system.opacity = $1.to_i
            self.opacity = $game_system.opacity
            ""
          end
          
          # Change "\\\\" to "\000" for convenience
          @text.gsub!(/\\\\/) { "\000" }
          # Change "\\C" to "\001" and "\\G" to "\002"
          @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
          @text.gsub!(/\\[Gg]/) { "\002" }
          @text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }
          
          # text skip code
          @text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" }
          
          # ignore code
          @text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" }
          
          # slave and indy windows
          @text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/) { "\024[#{$1}]" }
          @text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/) { "\025[#{$1}]" }
          
          # bold and italics
          @text.gsub!(/\\[Bb]/) { "\004" }
          @text.gsub!(/\\[Ii]/) { "\005" }
          
          # shadow
          @text.gsub!(/\\[Ss]/) { "\006" }
          
          # font
          @text.gsub!(/\\[Ff][Oo][Nn][tt]\[(.*?)\]/) { "\007[#{$1}]" }
          
          # pause and wait
          @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" }
          @text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" }
          
          # write speed
          @text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" }
                
          # armor, items, skills, and weapons
          @text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) { 
            item = $data_armors[$1.to_i]
            "\014[#{$1}]" + "  " + item.name
          }
          @text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) { 
            item = $data_items[$1.to_i]
            "\015[#{$1}]" + "  " + item.name
          }
          @text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) { 
            item = $data_skills[$1.to_i]
            "\016[#{$1}]" + "  " + item.name
          }
          @text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) { 
            item = $data_weapons[$1.to_i]
            "\017[#{$1}]" + "  " + item.name
          }
          
          # text justification
          @text.gsub!(/\\[tt][Cc]/) { "\020" }
          @text.gsub!(/\\[tt][Ll]/) { "\021" }
          @text.gsub!(/\\[tt][Rr]/) { "\022" }
          
          # Resize the window to fit the contents?
          if $game_system.ums_mode == FIT_WINDOW_TO_TEXT
            width = 1
            text = @text.split("\n")
            height = 0
            i = 0
            for line in text
              # don't count this line's width if it has the ignr code
              if !line.include?("\023")
                width = [width, self.contents.text_size(line).width].max
                delta = self.contents.text_size(line).height
                height += delta + (delta * 0.2).to_i
              end
            end
            
            if $game_system.face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)
              width += @face.bitmap.width
              if height < @face.bitmap.height
                height = @face.bitmap.height - 32
              end
            end
            
            if height == 0
              height = 1
            end
            
            self.width = width + 48
            self.height = height + 48 
            self.contents = Bitmap.new(width + 16, height)
            if $game_system.font_color.nil?
              self.contents.font.color = normal_color
            else
              self.contents.font.color = $game_system.font_color
            end
          else
            if self.width != $game_system.window_height or self.height != $game_system.window_width
              self.width = $game_system.window_width
              self.height = $game_system.window_height
              self.contents = Bitmap.new(self.width - 32, self.height - 32)
              if $game_system.font_color.nil?
                self.contents.font.color = normal_color
              else
                self.contents.font.color = $game_system.font_color
              end
            end
          end
          
          reset_window
          
          get_x_value
          
          @count = Graphics.frame_count
          @pause_time = 0
          @ignore = false
          @ascending = true
          @target_x = self.x + $game_system.shake
          @done = false
          @face_frame = 0
          @done = false
          
          self.oy = 0
        end
        
        
      end
      
      #--------------------------------------------------------------------------
      # * Set Window Position and Opacity Level
      #--------------------------------------------------------------------------
      def reset_window (change_opacity = true)
        # x-coordinate depends on justification
        if $game_system.message_event == -1
          if $game_system.window_justification == RIGHT
            self.x = 640 - $game_system.window_width
          elsif $game_system.window_justification == LEFT
            self.x = 0
          else # center
            self.x = (640 - self.width) / 2
          end
        else
          if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil
            # center on player
            event_x = $game_player.screen_x
          else
            # center on the event specified
            event_x = $game_map.events[$game_system.message_event].screen_x
          end
          self.x = event_x - self.width / 2
          @comic.x = self.x + (self.width / 2) + 4
        end
        
        if $game_temp.in_battle
          self.y = 16
        else
          if $game_system.message_event == -1
            case $game_system.message_position
              when 0  # up
                self.y = 16
              when 1  # middle
                self.y = (480 - $game_system.window_height) / 2
              when 2  # down
                self.y = 480 - $game_system.window_height - 24
            end
          else
            if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil
              # above player
              self.y = $game_player.screen_y - self.height - 48
            else
              # above event specified
              self.y = $game_map.events[$game_system.message_event].screen_y - self.height - 48
            end
            @comic.y = self.y + self.height - 2
            @comic.angle = 0
          end
        end
        if self.y < 0 + ($game_system.name == "" ? 0 : 16)
          if $game_system.comic_enabled
            if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil
              self.y = $game_player.screen_y - 16
            else
              self.y = $game_map.events[$game_system.message_event].screen_y - 16
            end
            @comic.angle = 180
            @comic.y = self.y + 2
            @comic.x = self.x + (self.width / 2) - 4
          else
            self.y = 0 + ($game_system.name == "" ? 0 : 16)
          end
        elsif self.y > 480 - self.height 
          self.y = 480 - self.height
        end
        if self.x < 0 
          self.x = 0
        elsif self.x > 680 - self.width - 48
          self.x = 640 - self.width
        end
        
        if change_opacity
          if $game_system.message_frame == 0 and $game_temp.message_text != ""
            self.opacity = $game_system.opacity
          else
            self.opacity = 0
          end
          self.back_opacity = $game_system.back_opacity
        end
        
          # face stuff
          if $game_system.face_graphic != ""  
            # the player has chosen to show a face graphic
            if @done and $game_system.resting_face != ""
              @face.bitmap = RPG::Cache.picture($game_system.face_graphic + $game_system.resting_face)
              if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
                @face_frame = 0
              end
            else
              @face.bitmap = RPG::Cache.picture($game_system.face_graphic)
            end
            
            # picture y-coordinate
            if $game_system.face_graphic_position == ABOVE
              @face.y = self.y - @face.bitmap.height
              @face_offset = 0
            elsif $game_system.face_graphic_position == CENTER
              delta = (@face.bitmap.height - self.height) / 2
              @face.y = self.y - delta
              if $game_system.animated_faces
                @face_offset = $game_system.face_frame_width + 16
              else
                @face_offset = @face.bitmap.width + 16
              end
            elsif $game_system.face_graphic_position == BOTTOM 
              @face.y = self.y + self.height - @face.bitmap.height
              if $game_system.animated_faces
                @face_offset = $game_system.face_frame_width + 16
              else
                @face_offset = @face.bitmap.width + 16
              end
            else # side
              delta = (@face.bitmap.height - self.height) / 2
              @face.y = self.y - delta
              @face_offset = 0
            end
            
            # picture x-coordinate
            if $game_system.face_graphic_justification == LEFT
              if $game_system.face_graphic_position == SIDE
                @face.x = self.x - @face.bitmap.width
              else
                @face.x = self.x + 10
              end
            else # right side
              if $game_system.animated_faces
                offset = @face.bitmap.width - $game_system.face_frame_width
              else
                offset = 0
              end
              if $game_system.face_graphic_position == SIDE
                @face.x = self.x + self.width + offset
              else
                @face.x = self.x + self.width - @face.bitmap.width - 10 + offset
                @face_offset = 0
              end
            end
            
            if $game_system.animated_faces
              @face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height)
              if @done and $game_system.resting_face != ""
                pause = $game_system.resting_animation_pause
              else
                pause = $game_system.animation_pause
              end
              if Graphics.frame_count % pause == 0
                @animate_face = true
              end
              if @animate_face
                if Graphics.frame_count % 3 == 0
                  @face_frame += 1
                  if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
                    @face_frame = 0
                    @animate_face = false
                  end
                end
              end
            end
          end
          
          # name window
          if $game_system.name != ""
            @name_window.x = self.x
            @name_window.y = self.y - 36
            @name_window.set_name($game_system.name)
          end
          
          # If choice
        if $game_temp.choice_max > 0
          @choice_window.set_choices($game_temp.choices)
          # determine x and y coords for choice window
          if $game_system.choice_justification == LEFT
            @choice_window.x = self.x
          else
            @choice_window.x = self.x + self.width - @choice_window.width
          end
          if $game_system.choice_position == ABOVE
            # check to make sure there is enough room above the textbox
            if self.y < @choice_window.height
              # not enough room above, place below
              @choice_window.y = self.y + self.height
            else
              # draw above
              @choice_window.y = self.y - @choice_window.height
            end
          elsif $game_system.choice_position == BOTTOM
            # check to make sure there is enough room below the textbox
            if (480 - self.y - self.height) < @choice_window.height
              # not enough room below, place above
              @choice_window.y = self.y - @choice_window.height
            else
              # draw below 
              @choice_window.y = self.y + self.height
            end
          else # side
            if $game_system.choice_justification == LEFT
              # check to make sure there's room on the left side
              if self.y < @choice_window.width
                # not enough room on the side, check to make sure there's room below
                if (480 - self.y - self.height) < @choice_window.height
                  # not enough room below, place above
                  @choice_window.y = self.y - @choice_window.height
                else
                  # draw below 
                  @choice_window.y = self.y + self.height
                end
              else
                # place on the left side
                @choice_window.y = self.y
                @choice_window.x = self.x - @choice_window.width
              end
            else # right
              # check to make sure there's room on the right side
              if (680 - (self.y + self.width)) < @choice_window.width
                # not enough room on the side, check to make sure there's room below
                if (480 - self.y - self.height) < @choice_window.height
                  # not enough room below, place above
                  @choice_window.y = self.y - @choice_window.height
                else
                  # draw below 
                  @choice_window.y = self.y + self.height
                end
              else
                # place on the left side
                @choice_window.y = self.y
                @choice_window.x = self.x + self.width
              end
            end
          end
        end
        
        # If number input
        if $game_temp.num_input_variable_id > 0
          if @input_number_window == nil
            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
          end
          # determine x and y coords for number input window
          if $game_system.choice_justification == LEFT
            @input_number_window.x = self.x
          else
            @input_number_window.x = self.x + self.width - @input_number_window.width
          end
          if $game_system.choice_position == ABOVE
            # check to make sure there is enough room above the textbox
            if self.y < @input_number_window.height
              # not enough room above, place below
              @input_number_window.y = self.y + self.height
            else
              # draw above
              @input_number_window.y = self.y - @choice_window.height
            end
          elsif $game_system.choice_position == BOTTOM
            # check to make sure there is enough room below the textbox
            if (480 - self.y - self.height) < @input_number_window.height
              # not enough room below, place above
              @input_number_window.y = self.y - @input_number_window.height
            else
              # draw below 
              @input_number_window.y = self.y + self.height
            end
          else # side
            if $game_system.choice_justification == LEFT
              # check to make sure there's room on the left side
              if self.y < @input_number_window.width
                # not enough room on the side, check to make sure there's room below
                if (480 - self.y - self.height) < @input_number_window.height
                  # not enough room below, place above
                  @input_number_window.y = self.y - @input_number_window.height
                else
                  # draw below 
                  @input_number_window.y = self.y + self.height
                end
              else
                # place on the left side
                @input_number_window.y = self.y
                @input_number_window.x = self.x - @choice_window.width
              end
            else # right
              # check to make sure there's room on the right side
              if (680 - (self.y + self.width)) < @input_number_window.width
                # not enough room on the side, check to make sure there's room below
                if (480 - self.y - self.height) < @input_number_window.height
                  # not enough room below, place above
                  @input_number_window.y = self.y - @input_number_window.height
                else
                  # draw below 
                  @input_number_window.y = self.y + self.height
                end
              else
                # place on the left side
                @input_number_window.y = self.y
                @input_number_window.x = self.x + self.width
              end
            end
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        
        if (@contents_showing and $game_system.message_event != -1 and $game_system.shake == 0) or $game_system.animated_faces
          reset_window(false)
        end
        
        if $game_system.shake != 0  # shake the window
          if @ascending
            if @target_x != self.x
              self.x += 1
            else
              @ascending = false
              @target_x = self.x - ($game_system.shake * 2)
            end
          else 
            if @target_x != self.x
              self.x -= 1
            else
              @ascending = true
              @target_x = self.x + ($game_system.shake * 2)
            end
          end
        end
        
        @name_window.update
        
        if @wait > 0
          @wait -= 1
          if @wait == 0
            terminate_message
            return
          end
        end
        
        # If fade in
        if @fade_in
          if $game_temp.message_text == ""
            @fade_in = false
            return
          end
          self.contents_opacity += 24
          if $game_system.face_graphic != ""
            @face.opacity += 24
          end
          if $game_system.comic_enabled and $game_system.message_event != -1
            @comic.opacity = self.opacity
            @comic.visible = self.visible
          end
          
          if $game_system.name != ""
            @name_window.visible = true
            if $game_system.name_window
              @name_window.dummy_window.visible = true
            end
          end
          if @input_number_window != nil
            @input_number_window.contents_opacity += 24
          end
          if self.contents_opacity == 255
            @fade_in = false
          end
          return
        end
        
        # write the text
        if @text != nil and @text != ""
          speed = $game_system.write_speed
          if $game_system.text_mode == ALL_AT_ONCE or $game_temp.in_battle
            while (c = @text.slice!(/./m)) != nil
              write_char(c)
            end
            $game_system.slave_windows.each_value { |window| window.write_all }
            return
          end
          if $game_system.text_skip
            if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C)
              # the player is holding the action button, write faster
              speed /= 3
            elsif $game_system.skip_mode == WRITE_ALL and Input.trigger?(Input::C)
              # the player pressed the action button, write all the text
              while (c = @text.slice!(/./m)) != nil
                write_char(c)
              end
              $game_system.slave_windows.each_value { |window| window.write_all }
              return
            end
          end
          while @ignore
            c = @text.slice!(/./m)
            if c != nil
              write_char(c)
            end
          end
          if @pause_time > 0
            @pause_time -= 1
            return
          end
          if Graphics.frame_count - @count >= speed
            if $game_system.sound_effect != ""
              Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100)
            end
            @count = Graphics.frame_count
            c = @text.slice!(/./m)
            if c != nil
              write_char(c)
            end
          end
          return
        end
        
        if $game_system.animated_faces and $game_system.resting_face != ""
          @done = true
        end
        
        # If inputting number
        if @input_number_window != nil
          @input_number_window.update
          # Confirm
          if Input.trigger?(Input::C)
            $game_system.se_play($data_system.decision_se)
            $game_variables[$game_temp.num_input_variable_id] =
              @input_number_window.number
            $game_map.need_refresh = true
            # Dispose of number input window
            @input_number_window.dispose
            @input_number_window = nil
            terminate_message
          end
          return
        end
        
        if @wait != 0
          return
        end
        
        # If message is being displayed and contents are all written
        if @contents_showing
          # if choice
          if $game_temp.choice_max > 0
            if !@choice_window.active
              @choice_window.visible = true
              @choice_window.active = true
              @choice_window.index = 0
            end
            @choice_window.update
          else
            # If choice isn't being displayed, show pause sign
            self.pause = $game_system.show_pause
          end
            # Cancel
            if Input.trigger?(Input::B)
              if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
                $game_system.se_play($data_system.cancel_se)
                $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
                terminate_message
              end
            end
            # Confirm
            if Input.trigger?(Input::C) and !(@wait > 0)
              @done = true
              $game_system.slave_windows.each_value { |window| 
                window.write_all 
                if !window.done
                  @done = false
                end
              }
              if @done
                if $game_temp.choice_max > 0
                  $game_system.se_play($data_system.decision_se)
                  $game_temp.choice_proc.call(@choice_window.index)
                end
                terminate_message
              else
                @finishing_up = true
              end
            end
            return
          end
          
        if @finishing_up
          $game_system.slave_windows.each_value { |window| 
            if !window.done
              @done = true
              break
            end
          }
          
          if @done = false
            terminate_message
          end
        end
        # If display wait message or choice exists when not fading out
        if @fade_out == false and $game_temp.message_text != nil
          @contents_showing = true
          $game_temp.message_window_showing = true
          
          reset_window
          refresh
          Graphics.frame_reset
          if @show
            self.visible = true
          end
          self.contents_opacity = 0
          if @input_number_window != nil
            @input_number_window.contents_opacity = 0
          end
          @fade_in = true
          return
        end
        # If message which should be displayed is not shown, but window is visible
        if self.visible
          @fade_out = true
          self.opacity -= 48
          @name_window.opacity -= 48
          @comic.opacity -= 48
          @face.opacity -= 48
          if self.opacity == 0
            self.visible = false
            @face.opacity = 0
            @choice_window.visible = false
            @choice_window.active = false
            @comic.opacity = 0
            @name_window.visible = false
            @name_window.dummy_window.visible = false
            @name_window.update
            @fade_out = false
            $game_temp.message_window_showing = false
          end
          return
        end
        
        if $game_temp.battle_calling or $game_temp.shop_calling or $game_temp.name_calling or $game_temp.menu_calling or $game_temp.save_calling or $game_temp.debug_calling
          
            $game_system.indy_windows.each_pair {|name, window| 
              if window.show == true
                window.dispose
                $game_system.indy_windows.delete(name)
              end
            }
        end
      end
      
      #--------------------------------------------------------------------------
      # * Process and write the given character
      #--------------------------------------------------------------------------
      def write_char(c)
        if c == "\000"
          # Return to original text
          c = "\\"
        end
        # If \C[n]
        if c == "\001"
        # Change text color
          @text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
          # go to next text
          return
        end
        # If \G
        if c == "\002"
          # Make gold window
          if @gold_window == nil
            @gold_window = Window_Gold.new
            @gold_window.x = 560 - @gold_window.width
            if $game_temp.in_battle
              @gold_window.y = 192
            else
              @gold_window.y = self.y >= 128 ? 32 : 384
            end
            @gold_window.opacity = self.opacity
            @gold_window.back_opacity = self.back_opacity
          end
          # go to next text
          return
        end
        # If \skip
        if c == "\003"
          # toggle text skipping
          $game_system.text_skip = !$game_system.text_skip
          # go to next text
          return
        end
        # If \b
        if c == "\004"
          # toggle bold
          self.contents.font.bold = !self.contents.font.bold
          # go to next text
          return
        end
        # If \i
        if c == "\005"
          # toggle italics
          self.contents.font.italic = !self.contents.font.italic
          # go to next text
          return
        end
        # If \s
        if c == "\006"
          # toggle shadow
          $game_system.shadowed_text = !$game_system.shadowed_text
          # go to next text
          return
        end
        # If \font
        if c == "\007"
          # change font
          @text.sub!(/\[(.*?)\]/, "")
          font = $1.to_s
          $game_system.font = font
          if font == ""
            self.contents.font.name = Font.default_name
          else
            self.contents.font.name = font
          end
          # go to next text
          return
        end
        # If \p[n]
        if c == "\010"
          @text.sub!(/\[([0-9]+)\]/, "")
          @pause_time = $1.to_i
    
          # go to next text
          return
        end
        
        # If \w[n]
        if c == "\011"
          @text.sub!(/\[([0-9]+)\]/, "")
          @wait = $1.to_i
    
          # go to next text
          return
        end
        
        # If \ws[n]
        if c == "\013"
          @text.sub!(/\[([0-9]+)\]/, "")
          $game_system.write_speed = $1.to_i
    
          # go to next text
          return
        end 
        # If \oa[n]
        if c == "\014"
          @text.sub!(/\[([0-9]+)\]/, "")
          index = $1.to_i
          @text.sub!("  ", "")
          item = $data_armors[index]
          # draw the icon
          icon = RPG::Cache.icon(item.icon_name)
          self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
          @x += 24
    
          # go to next text
          return
        end
        
        # If \oi[n]
        if c == "\015"
          @text.sub!(/\[([0-9]+)\]/, "")
          index = $1.to_i
          @text.sub!("  ", "")
          item = $data_items[index]
          # draw the icon
          icon = RPG::Cache.icon(item.icon_name)
          self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
          @x += 24
    
          # go to next text
          return
        end
        
        # If \os[n]
        if c == "\016"
          @text.sub!(/\[([0-9]+)\]/, "")
          index = $1.to_i
          @text.sub!("  ", "")
          item = $data_skills[index]
          # draw the icon
          icon = RPG::Cache.icon(item.icon_name)
          self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
          @x += 24
    
          # go to next text
          return
        end
        
        # If \ow[n]
        if c == "\017"
          @text.sub!(/\[([0-9]+)\]/, "")
          index = $1.to_i
          @text.sub!("  ", "")
          item = $data_weapons[index]
          # draw the icon
          icon = RPG::Cache.icon(item.icon_name)
          self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
          @x += 24
          
          # go to next text
          return
        end
        
        # If \tc
        if c == "\020"
          # center justify
          $game_system.text_justification = CENTER
          get_x_value
          # go to next text
          return
        end
        
        # If \tl
        if c == "\021"
          # left justify
          $game_system.text_justification = LEFT
          get_x_value
          # go to next text
          return
        end
        
        # If \tr
        if c == "\022"
          # right justify
          $game_system.text_justification = RIGHT
          get_x_value
          # go to next text
          return
        end
        
        # If \ignr
        if c == "\023"
          # set ignore flage
          @ignore = true
          # go to next text
          return
        end
        
        # if \slv
        if c == "\024"
          # we need to show a slave window
          @text.sub!(/\[(.*?)\]/, "")
          name = $1.to_s
          $game_system.slave_windows[name].show = true
          return
        end
        
        # if \ind
        if c == "\025"
          # we need to show a independent window
          @text.sub!(/\[(.*?)\]/, "")
          name = $1.to_s
          if $game_system.indy_windows[name].show
            $game_system.indy_windows[name].dispose
            $game_system.indy_windows.delete(name)
          else
            $game_system.indy_windows[name].show = true
          end
          return
        end
        
        # if \c (hex color)
        if c == "\026"
          # convert hex color to RGB
          @text.sub!(/\[([0123456789abcdef]+)\]/, "")
          hex_code = $1.to_s
         
          red   = ("0x" + hex_code.slice(0..1)).hex
          blue  = ("0x" + hex_code.slice(2..3)).hex
          green = ("0x" + hex_code.slice(4..5)).hex
          
          self.contents.font.color = Color.new(red, blue, green)
          return
        end
        
        # If new line text
        if c == "\n"
          # Add 1 to y
          if !@ignore
            @y += 1
          end
          if @text != ""
            get_x_value
          end
          @ignore = false
    
          # go to next text
          return
        end
        if @ignore
          return
        end
        # Draw text
        line = self.contents.text_size("j").height
        if $game_system.shadowed_text
          old_color = self.contents.font.color.clone
          self.contents.font.color = $game_system.shadow_color     
          self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)
          self.contents.font.color = old_color
        end
        self.contents.draw_text(4 + @x, line * @y, 40, 32, c)
        # Add x to drawn text width
        @x += self.contents.text_size(c).width
      end
      
      def get_x_value
        # text justification - offset for first line
        if $game_system.text_justification == CENTER
          # get the length of the current line
          w = self.contents.text_size(@text.split("\n")[0]).width
          @x = (self.width - w - 48) / 2
        elsif $game_system.text_justification == RIGHT
          # get the length of the current line
          w = self.contents.text_size(@text.split("\n")[0]).width
          @x = self.width - w - 48
        else # left
          if $game_system.face_graphic == ""
            @x = 0
          else
            @x = @face_offset
          end
        end
      end
        
    end
    
    #==============================================================================
    # ** Window_Choice
    #------------------------------------------------------------------------------
    #  This message window is used to display choices.
    #==============================================================================
    class Window_Choice < Window_Selectable
      def initialize (choices)
        super(0, 0, 32, choices.size * 32)
        self.visible = false
        self.active = false
        self.z = 9999
        @index = 0
        @item_max = choices.size
        @choices = choices
        self.contents = Bitmap.new(32, 32)
      end
      
      def refresh
        # determine necessary width
        width = 64
        for line in @choices
          width = [width, (self.contents.text_size(line).width + 48)].max
        end
        self.width = width
        self.height = @choices.size * 32 + 32
        self.contents = Bitmap.new(width - 32, height - 32)
        if $game_system.font_color.nil?
          self.contents.font.color = normal_color
        else
          self.contents.font.color = $game_system.font_color
        end
        if $game_system.windowskin != ""  
          self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
        else
          self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
        end
        
        # draw choices
        y = 0
        for line in @choices
          # Draw text
          if $game_system.shadowed_text
            old_color = self.contents.font.color.clone
            self.contents.font.color = $game_system.shadow_color
            self.contents.draw_text(6, 32 * y + 2, width, 32, line)
            self.contents.font.color = old_color
          end
          self.contents.draw_text(4, y * 32, width, 32, line) 
          y += 1
        end
      end
          
      def set_choices(choices)
        @choices = choices
        @item_max = @choices.size
        for choice in @choices
          choice.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
          choice.gsub!(/\\[Nn]\[([0-9]+)\]/) { 
            $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
          }
        end
        refresh
      end
    end
    
    #==============================================================================
    # ** Window_Name
    #------------------------------------------------------------------------------
    #  This window is used to display names above the message window.  Uncomment
    #   and modify the various sections to customize.
    #==============================================================================
    class Window_Name < Window_Base
      attr_accessor :dummy_window
      
      def initialize
        super(0, 0, 32, 64)
        self.contents = Bitmap.new(32, 32)
        self.opacity = 0
        
        @dummy_window = Window_Dummy.new
        
        self.visible = false
      end
      
      def set_name(name)
        @name = name
        refresh
      end
      
      def refresh
        if @name == nil
          return
        end
        self.width = self.contents.text_size(@name).width + 48
        self.contents = Bitmap.new(width - 32, height - 32)
        
        if $game_system.name_window
          @dummy_window.x = self.x
          @dummy_window.y = self.y + 12
          @dummy_window.set(height - 24, width - 12)
        end
        
        # uncomment this and change the font to give the name window a fancy font
        #self.contents.font.name = "Ariel"
        self.contents.font.color = Color.new(0, 0, 0, 255)
        self.contents.draw_text(0, 0, self.width, 32, @name)
        self.contents.draw_text(0, 2, self.width, 32, @name)
        self.contents.draw_text(2, 0, self.width, 32, @name)
        self.contents.draw_text(2, 2, self.width, 32, @name)
        # change the color to give the name window a seperate color
        self.contents.font.color = normal_color
        #self.contents.font.font_effect = Font::OUTLINE
        self.contents.draw_text(1, 1, self.width, 32, @name)
      end
      
      def update
        super
        if $game_system.name_window
          @dummy_window.x = self.x
          @dummy_window.y = self.y + 12
          @dummy_window.update
        end
      end
      
      def dispose
        @dummy_window.dispose
        super
      end
    end
    
    class Window_Dummy < Window_Base
      def initialize
        super(0, 0, 32, 64)
        self.z = 9999
        self.visible = false
      end
      
      def set(height, width)
        self.height = height
        self.width = width
      end
      
      def update
        super
        if $game_system.windowskin != ""  
          self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
        else
          self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
        end
      end
    end
    
    #==============================================================================
    # ** Window_Slave
    #------------------------------------------------------------------------------
    #  These are slave windows to the main message window.  They will close when 
    #   the user terminates them.  Initial settings are identical to the main 
    #   message window, with one exception.  When in normal mode, it will apear
    #   above if the main message is below, below if it is above or centered.  Use
    #   message codes to change the settings for this window.
    #==============================================================================
    class Window_Slave < Window_Base
      attr_accessor :show
      attr_reader :done
      
      def write_all
        @write_all = true
      end
      
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize (text)
        super(0, 0, 33, 33)
        @text = text
        
        # x-coordinate depends on justification
        if @justification == RIGHT
          self.x = 640 - self.width
        elsif @justification == LEFT
          self.x = 0
        else # center
          self.x = (640 - self.width) / 2
        end
        # y-coordinate depends on height
        self.y = 480 - $game_system.window_height - 16
        self.contents = Bitmap.new(width - 32, height - 32)
        self.visible = false
        self.z = 9998
        @fade_in = false
        @fade_out = false
        @contents_showing = false
        
        # face graphic sprite
        @face = Sprite.new
        @face.opacity = 0
        @face.z = self.z + 1
        @face_offset = 0
        
        # choice window
        @choice_window = Window_Choice.new([])
        @choice_window.back_opacity = $game_system.back_opacity
        
        @comic_style = $game_system.comic_style
        @name = $game_system.name
        
        # comic sprite
        @comic = Sprite.new
        @comic.opacity = 0
        @comic.z = self.z + 1
        if @comic_style == TALK1
          @comic.bitmap = RPG::Cache.windowskin("talk1")
        elsif @comic_style == TALK2
          @comic.bitmap = RPG::Cache.windowskin("talk2")
        else # thought
          @comic.bitmap = RPG::Cache.windowskin("thought")
        end
        
        
        
        @pause_time = 0
        @wait = 0
        
        @mode = $game_system.ums_mode
        self.height = $game_system.window_height
        self.width = $game_system.window_width
        @justification = $game_system.window_justification
        @face_graphic = $game_system.face_graphic
        @face_graphic_justification = $game_system.face_graphic_justification
        @message_event = $game_system.message_event
        if $game_system.message_position == 2 # down
          @message_position = 0
        else
          @message_postion = 2
        end
        @face_graphic_position = $game_system.face_graphic_position
        if $game_system.font == ""
          @font = Font.default_name
        else
          @font = $game_system.font
        end
        @text_justification = $game_system.text_justification
        
        @shake = $game_system.shake
        
        @face_frame = 0
        
        refresh
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        terminate_message
        $game_temp.message_window_showing = false
        if @input_number_window != nil
          @input_number_window.dispose
        end
        @face.dispose
        @choice_window.dispose
        @comic.dispose
        if @name_window != nil
          @name_window.dispose
        end
        super
      end
      #--------------------------------------------------------------------------
      # * Terminate Message
      #--------------------------------------------------------------------------
      def terminate_message
        self.active = false
        self.pause = false
        self.contents.clear
        # Clear showing flag
        @contents_showing = false
        # Call message callback
        if $game_temp.message_proc != nil
          $game_temp.message_proc.call
        end
        # Clear variables related to text, choices, and number input
        $game_temp.message_text = nil
        $game_temp.message_proc = nil
        $game_temp.choice_start = 99
        $game_temp.choice_max = 0
        $game_temp.choice_cancel_type = 0
        $game_temp.choice_proc = nil
        $game_temp.num_input_start = 99
        $game_temp.num_input_variable_id = 0
        $game_temp.num_input_digits_max = 0
        # Open gold window
        if @gold_window != nil
          @gold_window.dispose
          @gold_window = nil
        end
        @choice_window.visible = false
        @choice_window.active = false
        @comic.opacity = 0
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        
        self.contents.clear
        if $game_system.font_color.nil?
          self.contents.font.color = normal_color
        else
          self.contents.font.color = $game_system.font_color
        end
        if $game_system.windowskin != ""  
          self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
        else
          self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
        end
        @x = @y = 0
    
        # If waiting for a message to be displayed
        if @text != nil
          # replace shortcuts with original code
          $game_system.shortcuts.each { |shortcut, code|
            @text.gsub!(shortcut, code)
          }
          
          # Control text processing
          begin
            last_text = @text.clone
            @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
          end until @text == last_text
          @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
            $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
          end
          
          # window mode
          if @text.index(/\\[Mm]/) != nil
            if $game_system.ums_mode == NORMAL_MODE
              @mode = FIT_WINDOW_TO_TEXT
            else
              @mode = NORMAL_MODE
            end
            @text.gsub!(/\\[Mm]/) { "" }
          end
          
          # window height
          @text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][tt]\[([0-9]+)\]/) do
            self.height = $1.to_i
            ""
          end
          
          # window width
          @text.gsub!(/\\[Ww][Ii][Dd][tt][Hh]\[([0-9]+)\]/) do
            self.width = $1.to_i
            ""
          end
          
          # justification
          @text.gsub!(/\\[Jj][Rr]/) do
            @justification = RIGHT
            reset_window
            ""
          end
          @text.gsub!(/\\[Jj][Cc]/) do
            @justification = CENTER
            reset_window
            ""
          end      
          @text.gsub!(/\\[Jj][Ll]/) do
            @justification = LEFT
            reset_window
            ""
          end
          
          # face graphics
          @text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do
            @face_graphic = $1.to_s
            if $1.to_s == ""
              @face.opacity = 0
            end
            ""
          end
          @text.gsub!(/\\[Ff][Ll]/) do
            @face_graphic_justification = LEFT
            ""
          end
          @text.gsub!(/\\[Ff][Rr]/) do
            @face_graphic_justification = RIGHT
            ""
          end
          
          # event centering
          @text.gsub!(/\\[Ee]\[([0-9]+)\]/) do
            @message_event = $1.to_i
            ""
          end
          
          # comic thingy
          @text.gsub!(/\\[tt]1/) do
            @comic_style = TALK1
            @comic.bitmap = RPG::Cache.windowskin("talk1.png")
            ""
          end
          @text.gsub!(/\\[tt]2/) do
            @comic_style = TALK2
            @comic.bitmap = RPG::Cache.windowskin("talk2.png")
            ""
          end
          @text.gsub!(/\\[tt][Hh]/) do
            @comic_style = THOUGHT
            @comic.bitmap = RPG::Cache.windowskin("thought.png")
            ""
          end
          
          # name window
          @text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do
            @name = $1.to_s
            if $1.to_s == "" and @name_window != nil
              @name_window.visible = false
            end
            ""
          end
          if @name != ""
            # name window
            @name_window = Window_Name.new
            @name_window.z = self.z + 1
            @name_window.set_name(@name)
          end
          
          # shaking
          @text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do
            @shake = $1.to_i
            ""
          end
          
          # back opacity
          @text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do
            self.back_opacity = $1.to_i
            ""
          end
          
          # opacity
          @text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do
            self.opacity = $1.to_i
            ""
          end
          
          # Change "\\\\" to "\000" for convenience
          @text.gsub!(/\\\\/) { "\000" }
          # Change "\\C" to "\001" and "\\G" to "\002"
          @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
          @text.gsub!(/\\[Gg]/) { "\002" }
          @text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }
          
          # text skip code
          @text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" }
          
          # ignore code
          @text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" }
          
          # bold and italics
          @text.gsub!(/\\[Bb]/) { "\004" }
          @text.gsub!(/\\[Ii]/) { "\005" }
          
          # shadow
          @text.gsub!(/\\[Ss]/) { "\006" }
          
          # font
          @text.gsub!(/\\[Ff][Oo][Nn][tt]\[(.*?)\]/) { "\007[#{$1}]" }
          
          # pause and wait
          @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" }
          @text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" }
          
          # write speed
          @text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" }
                
          # armor, items, skills, and weapons
          @text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) { 
            item = $data_armors[$1.to_i]
            "\014[#{$1}]" + "  " + item.name
          }
          @text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) { 
            item = $data_items[$1.to_i]
            "\015[#{$1}]" + "  " + item.name
          }
          @text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) { 
            item = $data_skills[$1.to_i]
            "\016[#{$1}]" + "  " + item.name
          }
          @text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) { 
            item = $data_weapons[$1.to_i]
            "\017[#{$1}]" + "  " + item.name
          }
          
          # text justification
          @text.gsub!(/\\[tt][Cc]/) { "\020" }
          @text.gsub!(/\\[tt][Ll]/) { "\021" }
          @text.gsub!(/\\[tt][Rr]/) { "\022" }
          
          # Resize the window to fit the contents?
          if @mode == FIT_WINDOW_TO_TEXT
            width = 1
            text = @text.split("\n")
            height = 0
            i = 0
            for line in text
              # don't count this line's width if it has the ignr code
              if !line.include?("\023")
                width = [width, self.contents.text_size(line).width].max
                delta = self.contents.text_size(line).height
                height += delta + (6 * i) + 3
                if i < 3
                  i += 1
                end
              end
            end
            
            if @face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)
              width += @face.bitmap.width
              if height < @face.bitmap.height
                height = @face.bitmap.height - 32
              end
            end
            
            if height == 0
              height = 1
            end
             
            self.width = width + 48
            self.height = height + 48
            self.contents = Bitmap.new(width + 16, height)
            if $game_system.font_color.nil?
              self.contents.font.color = normal_color
            else
              self.contents.font.color = $game_system.font_color
            end
    
          else
            if self.width != $game_system.window_height or self.height != $game_system.window_width
              self.width = $game_system.window_width
              self.height = $game_system.window_height
              self.contents = Bitmap.new(self.width - 32, self.height - 32)
              if $game_system.font_color.nil?
                self.contents.font.color = normal_color
              else
                self.contents.font.color = $game_system.font_color
              end
            end
          end
          
          reset_window
          
          get_x_value
          
          @count = Graphics.frame_count
          @pause_time = 0
          @ignore = false
          @done = false
          @face_frame = 0
        end
        
        
        
        # If number input
        if $game_temp.num_input_variable_id > 0
          digits_max = $game_temp.num_input_digits_max
          number = $game_variables[$game_temp.num_input_variable_id]
          @input_number_window = Window_InputNumber.new(digits_max)
          @input_number_window.number = number
          @input_number_window.x = self.x + 8
          @input_number_window.y = self.y + $game_temp.num_input_start * 32
        end
      end
      #--------------------------------------------------------------------------
      # * Set Window Position and Opacity Level
      #--------------------------------------------------------------------------
      def reset_window (change_opacity = true)
        # x-coordinate depends on justification
        if @message_event == -1
          if @justification == RIGHT
            self.x = 640 - self.width
          elsif @justification == LEFT
            self.x = 0
          else # center
            self.x = (640 - self.width) / 2
          end
        else
          if @message_event == 0 or $game_map.events[@message_event] == nil
            # center on player
            event_x = $game_player.screen_x
          else
            # center on the event specified
            event_x = $game_map.events[@message_event].screen_x
          end
          self.x = event_x - self.width / 2
          @comic.x = self.x + (self.width / 2) + 4
        end
        
        if $game_temp.in_battle
          self.y = 16
        else
          if @message_event == -1
            case @message_position
              when 0  # up
                self.y = 16
              when 1  # middle
                self.y = (480 - self.height) / 2
              when 2  # down
                self.y = 480 - self.height - 24
            end
          else
            if @message_event == 0 or $game_map.events[@message_event] == nil
              # above player
              self.y = $game_player.screen_y - self.height - 48
            else
              # above event specified
              self.y = $game_map.events[@message_event].screen_y - self.height - 48
            end
            @comic.y = self.y + self.height - 2
          end
        end
        if self.y < 0 + (@name == "" ? 0 : 16)
          self.y = 0 + (@name == "" ? 0 : 16)
        elsif self.y > 480 - self.height 
          self.y = 480 - self.height
        end
        if self.x < 0 
          self.x = 0
        elsif self.x > 680 - self.width - 48
          self.x = 640 - self.width
        end
        
        if change_opacity
          if $game_system.message_frame == 0
            self.opacity = 255
          else
            self.opacity = 0
          end
          self.back_opacity = $game_system.back_opacity
        end
        
        # face stuff
          if @face_graphic != ""  
            # the player has chosen to show a face graphic
            if @done and $game_system.resting_face != ""
              @face.bitmap = RPG::Cache.picture(@face_graphic + $game_system.resting_face)
              if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
                @face_frame = 0
              end
            else
              @face.bitmap = RPG::Cache.picture(@face_graphic)
            end
            
            # picture y-coordinate
            if @face_graphic_position == ABOVE
              @face.y = self.y - @face.bitmap.height
              @face_offset = 0
            elsif @face_graphic_position == CENTER
              delta = (@face.bitmap.height - self.height) / 2
              @face.y = self.y - delta
              if $game_system.animated_faces
                @face_offset = $game_system.face_frame_width + 16
              else
                @face_offset = @face.bitmap.width + 16
              end
            elsif @face_graphic_position == BOTTOM 
              @face.y = self.y + self.height - @face.bitmap.height
              if $game_system.animated_faces
                @face_offset = $game_system.face_frame_width + 16
              else
                @face_offset = @face.bitmap.width + 16
              end
            else # side
              delta = (@face.bitmap.height - self.height) / 2
              @face.y = self.y - delta
              @face_offset = 0
            end
            
            # picture x-coordinate
            if @face_graphic_justification == LEFT
              if @face_graphic_position == SIDE
                @face.x = self.x - @face.bitmap.width
              else
                @face.x = self.x + 10
              end
            else
              if $game_system.animated_faces
                offset = @face.bitmap.width - $game_system.face_frame_width
              else
                offset = 0
              end
              if @face_graphic_position == SIDE
                @face.x = self.x + self.width + offset
              else
                @face.x = self.x + self.width - @face.bitmap.width - 10 + offset
                @face_offset = 0
              end
            end
            
            if $game_system.animated_faces
              @face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height)
              if @done and $game_system.resting_face != ""
                pause = $game_system.resting_animation_pause
              else
                pause = $game_system.animation_pause
              end
              if Graphics.frame_count % pause == 0
                @animate_face = true
              end
              if @animate_face
                if Graphics.frame_count % 3 == 0
                  @face_frame += 1
                  if @face_frame * $game_system.face_frame_width >= @face.bitmap.width
                    @face_frame = 0
                    @animate_face = false
                  end
                end
              end
            end
          end
          
          # name window
          if @name != "" and @name != nil
            @name_window.set_name(@name)
            @name_window.x = self.x
            @name_window.y = self.y - 36
          end
          
          # If choice
        if $game_temp.choice_max > 0
          @choice_window.set_choices($game_temp.choices)
          # determine x and y coords for choice window
          if $game_system.choice_justification == LEFT
            @choice_window.x = self.x
          else
            @choice_window.x = self.x + self.width - @choice_window.width
          end
          if $game_system.choice_position == ABOVE
            # check to make sure there is enough room above the textbox
            if self.y < @choice_window.height
              # not enough room above, place below
              @choice_window.y = self.y + self.height
            else
              # draw above
              @choice_window.y = self.y - @choice_window.height
            end
          elsif $game_system.choice_position == BOTTOM
            # check to make sure there is enough room below the textbox
            if (480 - self.y - self.height) < @choice_window.height
              # not enough room below, place above
              @choice_window.y = self.y - @choice_window.height
            else
              # draw below 
              @choice_window.y = self.y + self.height
            end
          else # side
            if $game_system.choice_justification == LEFT
              # check to make sure there's room on the left side
              if self.y < @choice_window.width
                # not enough room on the side, check to make sure there's room below
                if (480 - self.y - self.height) < @choice_window.height
                  # not enough room below, place above
                  @choice_window.y = self.y - @choice_window.height
                else
                  # draw below 
                  @choice_window.y = self.y + self.height
                end
              else
                # place on the left side
                @choice_window.y = self.y
                @choice_window.x = self.x - @choice_window.width
              end
            else # right
              # check to make sure there's room on the right side
              if (680 - (self.y + self.width)) < @choice_window.width
                # not enough room on the side, check to make sure there's room below
                if (480 - self.y - self.height) < @choice_window.height
                  # not enough room below, place above
                  @choice_window.y = self.y - @choice_window.height
                else
                  # draw below 
                  @choice_window.y = self.y + self.height
                end
              else
                # place on the left side
                @choice_window.y = self.y
                @choice_window.x = self.x + self.width
              end
            end
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        
        if !@show
          return
        else
          self.visible = true
          if @face_graphic != ""
            @face.opacity = 255
          end
          if $game_system.comic_enabled and @message_event != -1
            @comic.opacity = 255
          end
          if @name != ""
            @name_window.visible = true
          end
          if @input_number_window != nil
            @input_number_window.contents_opacity = 255
          end
          reset_window
        end
        
        
        if (@contents_showing and $game_system.message_event != -1 and @shake == 0) or $game_system.animated_faces
          reset_window(false)
        end
        
        if $game_system.shake != 0  # shake the window
          if @ascending
            if @target_x != self.x
              self.x += 1
            else
              @ascending = false
              @target_x = self.x - ($game_system.shake * 2)
            end
          else 
            if @target_x != self.x
              self.x -= 1
            else
              @ascending = true
              @target_x = self.x + ($game_system.shake * 2)
            end
          end
        end
        
        if @wait > 0
          @wait -= 1
          if @wait == 0
            terminate_message
            return
          end
        end
        
        # If fade in
        if @fade_in
          self.contents_opacity += 24
          if @face_graphic != ""
            @face.opacity += 24
          end
          if $game_system.comic_enabled and @message_event != -1
            @comic.opacity += 24
          end
          if @name != ""
            @name_window.visible = true
          end
          if @input_number_window != nil
            @input_number_window.contents_opacity += 24
          end
          if self.contents_opacity == 255
            @fade_in = false
          end
          return
        end
        
        # write the text
        if @text != nil and @text != ""
          speed = $game_system.write_speed
          if $game_system.text_skip
            if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C)
              # the player is holding the action button, write faster
              speed /= 3
            elsif $game_system.skip_mode == WRITE_ALL and @write_all
              # the player pressed the action button, write all the text
              while (c = @text.slice!(/./m)) != nil
                write_char(c)
              end
              return
            end
          end
          while @ignore
            c = @text.slice!(/./m)
            if c != nil
              write_char(c)
            end
          end
          if @pause_time > 0
            @pause_time -= 1
            return
          end
          if Graphics.frame_count - @count >= speed
            if $game_system.sound_effect != ""
              Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100)
            end
            @count = Graphics.frame_count
            c = @text.slice!(/./m)
            if c != nil
              write_char(c)
            end
          end
          return
        end
        
        @done = true
        
        # If inputting number
        if @input_number_window != nil
          @input_number_window.update
          # Confirm
          if Input.trigger?(Input::C)
            $game_system.se_play($data_system.decision_se)
            $game_variables[$game_temp.num_input_variable_id] =
              @input_number_window.number
            $game_map.need_refresh = true
            # Dispose of number input window
            @input_number_window.dispose
            @input_number_window = nil
            terminate_message
          end
          return
        end
        
        if @wait != 0
          return
        end
        
        # If message is being displayed and contents are all written
        if @contents_showing
          # if choice
          if $game_temp.choice_max > 0
            if !@choice_window.active
              @choice_window.visible = true
              @choice_window.active = true
              @choice_window.index = 0
            end
            @choice_window.update
          else
            # If choice isn't being displayed, show pause sign
            self.pause = true
          end
          return
        end
      end
      
      #--------------------------------------------------------------------------
      # * Process and write the given character
      #--------------------------------------------------------------------------
      def write_char(c)
        if c == "\000"
          # Return to original text
          c = "\\"
        end
        # If \C[n]
        if c == "\001"
        # Change text color
          @text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
          # go to next text
          return
        end
        # If \G
        if c == "\002"
          # Make gold window
          if @gold_window == nil
            @gold_window = Window_Gold.new
            @gold_window.x = 560 - @gold_window.width
            if $game_temp.in_battle
              @gold_window.y = 192
            else
              @gold_window.y = self.y >= 128 ? 32 : 384
            end
            @gold_window.opacity = self.opacity
            @gold_window.back_opacity = self.back_opacity
          end
          # go to next text
          return
        end
        # If \skip
        if c == "\003"
          # toggle text skipping
          #$game_system.text_skip = !$game_system.text_skip
          # go to next text
          return
        end
        # If \b
        if c == "\004"
          # toggle bold
          self.contents.font.bold = !self.contents.font.bold
          # go to next text
          return
        end
        # If \i
        if c == "\005"
          # toggle italics
          self.contents.font.italic = !self.contents.font.italic
          # go to next text
          return
        end
        # If \s
        if c == "\006"
          # toggle shadow
          #$game_system.shadowed_text = !$game_system.shadowed_text
          # go to next text
          return
        end
        # If \font
        if c == "\007"
          # change font
          @text.sub!(/\[(.*?)\]/, "")
          font = $1.to_s
          @font = font
          if font == ""
            self.contents.font.name = Font.default_name
          else
            self.contents.font.name = font
          end
          # go to next text
          return
        end
        # If \p[n]
        if c == "\010"
          @text.sub!(/\[([0-9]+)\]/, "")
          @pause_time = $1.to_i
    
          # go to next text
          return
        end
        
        # If \w[n]
        if c == "\011"
          @text.sub!(/\[([0-9]+)\]/, "")
          @wait = $1.to_i
    
          # go to next text
          return
        end
        
        # If \ws[n]
        if c == "\013"
          @text.sub!(/\[([0-9]+)\]/, "")
          $game_system.write_speed = $1.to_i
    
          # go to next text
          return
        end 
        # If \oa[n]
        if c == "\014"
          @text.sub!(/\[([0-9]+)\]/, "")
          index = $1.to_i
          @text.sub!("  ", "")
          item = $data_armors[index]
          # draw the icon
          icon = RPG::Cache.icon(item.icon_name)
          line = self.contents.text_size("dj").height
          self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
          @x += 24
    
          # go to next text
          return
        end
        
        # If \oi[n]
        if c == "\015"
          @text.sub!(/\[([0-9]+)\]/, "")
          index = $1.to_i
          @text.sub!("  ", "")
          item = $data_items[index]
          # draw the icon
          icon = RPG::Cache.icon(item.icon_name)
          line = self.contents.text_size("dj").height
          self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
          @x += 24
    
          # go to next text
          return
        end
        
        # If \os[n]
        if c == "\016"
          @text.sub!(/\[([0-9]+)\]/, "")
          index = $1.to_i
          @text.sub!("  ", "")
          item = $data_skills[index]
          # draw the icon
          icon = RPG::Cache.icon(item.icon_name)
          line = self.contents.text_size("dj").height
          self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
          @x += 24
    
          # go to next text
          return
        end
        
        # If \ow[n]
        if c == "\017"
          @text.sub!(/\[([0-9]+)\]/, "")
          index = $1.to_i
          @text.sub!("  ", "")
          item = $data_weapons[index]
          # draw the icon
          icon = RPG::Cache.icon(item.icon_name)
          line = self.contents.text_size("dj").height
          self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))
          @x += 24
          
          # go to next text
          return
        end
        
        # If \tc
        if c == "\020"
          # center justify
          @text_justification = CENTER
          get_x_value
          # go to next text
          return
        end
        
        # If \tl
        if c == "\021"
          # left justify
          @text_justification = LEFT
          get_x_value
          # go to next text
          return
        end
        
        # If \tr
        if c == "\022"
          # right justify
          @text_justification = RIGHT
          get_x_value
          # go to next text
          return
        end
        
        # If \ignr
        if c == "\023"
          # set ignore flage
          @ignore = true
          # go to next text
          return
        end
        
        # if \c (hex color)
        if c == "\026"
          # convert hex color to RGB
          @text.sub!(/\[([0123456789abcdef]+)\]/, "")
          hex_code = $1.to_s
         
          red   = ("0x" + hex_code.slice(0..1)).hex
          blue  = ("0x" + hex_code.slice(2..3)).hex
          green = ("0x" + hex_code.slice(4..5)).hex
          
          self.contents.font.color = Color.new(red, blue, green)
          return
        end
        
        # If new line text
        if c == "\n"
          # Add 1 to y
          if !@ignore
            @y += 1
          end
          if @text != ""
            get_x_value
          end
          @ignore = false
    
          # go to next text
          return
        end
        if @ignore
          return
        end
        # Draw text
        line = self.contents.text_size("dj").height
        if $game_system.shadowed_text
          old_color = self.contents.font.color.clone
          self.contents.font.color = $game_system.shadow_color
          self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)
          self.contents.font.color = old_color
        end
        self.contents.draw_text(4 + @x, line * @y, 40, 32, c)
        # Add x to drawn text width
        @x += self.contents.text_size(c).width
      end
      
      def get_x_value
        # text justification - offset for first line
        if @text_justification == CENTER
          # get the length of the current line
          w = self.contents.text_size(@text.split("\n")[0]).width
          @x = (self.width - w - 48) / 2
        elsif @text_justification == RIGHT
          # get the length of the current line
          w = self.contents.text_size(@text.split("\n")[0]).width
          @x = self.width - w - 48
        else # left
          if @face_graphic == ""
            @x = 0
          else
            @x = @face_offset
          end
        end
      end
    end
    
    #==============================================================================
    # ** Window_InputNumber
    #------------------------------------------------------------------------------
    #  This window is for inputting numbers, and is used within the
    #  message window.
    #==============================================================================
    
    class Window_InputNumber < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #     digits_max : digit count
      #--------------------------------------------------------------------------
      def initialize(digits_max)
        @digits_max = digits_max
        @number = 0
        # Calculate cursor width from number width (0-9 equal width and postulate)
        dummy_bitmap = Bitmap.new(32, 32)
        @cursor_width = dummy_bitmap.text_size("0").width + 8
        dummy_bitmap.dispose
        super(0, 0, @cursor_width * @digits_max + 32, 64)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.z += 9999
        self.opacity = $game_system.opacity
        self.back_opacity = $game_system.back_opacity
        @index = 0
        refresh
        update_cursor_rect
      end
      
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        if $game_system.font_color.nil?
          self.contents.font.color = normal_color
        else
          self.contents.font.color = $game_system.font_color
        end
        if $game_system.windowskin != ""  
          self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
        else
          self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
        end
        s = sprintf("%0*d", @digits_max, @number)
        for i in 0...@digits_max
          # Draw text
          if $game_system.shadowed_text
            old_color = self.contents.font.color.clone
            self.contents.font.color = $game_system.shadow_color
            self.contents.draw_text(i * @cursor_width + 6, 2, 32, 32, s[i,1])
            self.contents.font.color = old_color
          end
          self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1])
        end
      end
    end
    Falls das irgendwem was hilft oo°
    Und falls das zu unübersichtlich ist, ich hab noch den Code in eine TXT an dieses Posting drangehängt.

    Hm. Dass das Icon von einem Text überschrieben wird, ist mir eigentlich egal, ich würde ein Icon in eine Textbox nur reinsetzen, um eben das Erhalten eines Items zu bestätigen, sonst eh nie. Primär geht es eben um die Positionierung.
    Innerhalb des Codes gibt es die Beschreibung des Befehls "\oi", der dafür zuständig ist, dass Name und Icon eines Items angezeigt werden (gibts auch für Waffen und Armor). Vielleicht hilft das dann bei der Suche weiter. Ab Zeile 1530 ungefähr
    Angehängte Dateien Angehängte Dateien
    • Dateityp: txt ums.txt (93,2 KB, 20x aufgerufen)

    Geändert von Wischmop (27.02.2008 um 10:17 Uhr)

  4. #4
    Bei dem Befehl (\oi) ist es diese Zeile
    Code:
    self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
    bei der das Icon gesetzt wird. Die beiden ersten Parameter sind die Position. Leider blicke ich beim Script nicht so richtig durch, weiß also nicht warum die genau so bestimmt werden. Eine ganz stumpfe Methode wäre nun zwei feste Werte zu nehmen und damit das Icon immer an der gleichen Stelle anzuzeigen. Ist nur die Frage ob das dann mit der restlichen Textanzeige noch funktioniert. Also anstelle von "@x + 2" z.B. 50 usw. Da müsstest du dann etwas rumprobieren, bis das Icon an der gewünschten Stelle ist. Am besten wartest du aber auf jemanden der mehr Ahnung von Ruby hat als ich. xD

  5. #5
    Hm, das Script ist bei mir an mehreren Stellen etwas buggy.

    Bei mir in Zeile 1531:
    Code:
    # If \oi[n]
        if c == "\015"
          @text.sub!(/\[([0-9]+)\]/, "")
          index = $1.to_i
          @text.sub!("  ", "")
          item = $data_items[index]
          # draw the icon
          icon = RPG::Cache.icon(item.icon_name)
          self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))
          @x += 24
    
          # go to next text
          return
        end
    (@y * 32) ist natürlich Unsinn und führt dazu, dass deine Icons ständig falsch positioniert sind. Du fügst unter der Zeile icon = RPG:ache usw. die Zeile
    line = contents.text_size("j").height
    und statt (@y * 32) schreibst du (@y * line).

    Dann das Problem mit dem abgeschnittenen Icon. Ich nehme mal an du passt die Fenstergröße an die Textgröße an.
    Das Problem daran ist generell, dass das UMS offenbar nur nach Zeilen geht und Texthöhe, nicht aber nach Iconhöhe geht. Das zu ändern wäre auch etwas aufwendig (Script ist ja leider recht lang). Du könntest aber den Skalierungscode so umändern, dass er das Fenster größer macht wenn Icons vorkommen. Bei mir Zeile 799:
    Code:
    # Resize the window to fit the contents?
    if $game_system.ums_mode == FIT_WINDOW_TO_TEXT
      width = 1
      text = @text.split("\n")
      height = 0
      i = 0
      for line in text
        # don't count this line's width if it has the ignr code
        if !line.include?("\023")
          width = [width, self.contents.text_size(line).width].max
          delta = self.contents.text_size(line).height
          height += delta + (delta * 0.2).to_i
        end
      end
    Änderst du um in
    Code:
    # Resize the window to fit the contents?
    if $game_system.ums_mode == FIT_WINDOW_TO_TEXT
      width = 1
      text = @text.split("\n")
      height = 0
      i = 0
      for line in text
        # don't count this line's width if it has the ignr code
        if !line.include?("\023")
          width = [width, self.contents.text_size(line).width].max
          delta = self.contents.text_size(line).height
    
          #EDIT
          if (12..15).any? {|q| line.include?(q.chr)} then
            delta = [delta, 24].max
          end
    
          height += delta + (delta * 0.2).to_i
        end
      end

  6. #6
    Ich bin hocherfreut!
    Also mit dem Icon hat das wirklich wunderbar geklappt, vielen Dank für die Hilfestellung. Es wird jetzt schön positioniert und abgeschnitten wird es nicht mehr.

    Zitat Zitat
    Das Problem daran ist generell, dass das UMS offenbar nur nach Zeilen geht und Texthöhe, nicht aber nach Iconhöhe geht.
    Hm, da nicht mal ganz genau. Wenn ich zB nur eine Textzeile stehen habe, wird der Text auch teilweise abgeschnitten. Wo könnte man dem am besten beikommen?

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