Code: 
	
#===================================================
# ■ AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following:  #NEW
# To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================
LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF          
#===================================================
# ▼ CLASS AMS Begins
#===================================================
class AMS
attr_accessor :name_box_x_offset
attr_accessor :name_box_y_offset
attr_accessor :font_type
attr_accessor :name_font_type
attr_accessor :font_size
attr_accessor :name_font_size
attr_accessor :message_box_opacity
attr_accessor :name_box_skin
attr_accessor :name_box_text_color
attr_accessor :message_box_text_color
attr_accessor :message_box_skin
attr_accessor :name_box_width
attr_accessor :name_box_height
attr_accessor :message_width
attr_accessor :message_height
attr_accessor :message_x
attr_accessor :message_y_bottom
attr_accessor :message_y_middle
attr_accessor :message_y_top
attr_accessor :event_message_x_ofset
attr_accessor :event_message_y_ofset
def initialize
@name_box_x_offset = 0       #Choose the X axis offset of the name bos. default= 0
@name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
@name_box_width = 8           #Choose the width of the Name Box. default= 8  
@name_box_height = 26        #Choose the height of the Name Box. default= 26
@font_type = "Tahoma"           #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22                      #Choose the default Font Size for message box text
@name_font_size = 22            #Choose the deafault Font Size for Name Box text
@name_box_text_color=0        #Choose the Text Color of the Name Box
@message_box_text_color=0   #Choose the Text Color of the Message Box
@message_box_opacity = 160            #Choose the opacity of the message window. Default=160
@message_box_skin = "001-Blue01"   #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01"       #Choose the WindowSkin for the Name Box
@message_width = 480          #Choose the width size of the message box. Default=480
@message_height = 160         #Choose the height size of the message box. Default=160
@message_x = 80                  #Choose the X position of the message box. Default=80
@message_y_bottom = 304    #Choose the Y bottom position of the message box. Default=304
@message_y_middle = 160    #Choose the Y middle position of the message box. Default=160
@message_y_top = 16           #Choose the Y top position of the message box. Default=16
@event_message_x_ofset = 0   #Choose the X position offset of the event message. Default=0
@event_message_y_ofset = 48   #Choose the Y position offset of the event message. Default=48
end
end
#===================================================
# ▲ CLASS AMS Ends
#===================================================
#===================================================
# ▼ Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable  
alias xrxs9_initialize initialize
def initialize
@alex_skip = false
xrxs9_initialize
if $soundname_on_speak == nil then
$soundname_on_speak = ""
end
$gaiji_file = "./Graphics/Gaiji/sample.png"
if FileTest.exist?($gaiji_file)
@gaiji_cache = Bitmap.new($gaiji_file)
else
@gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end
#--------------------------------------------------------------------------
alias xrxs9_terminate_message terminate_message
def terminate_message
if @name_window_frame != nil
@name_window_frame.dispose
@name_window_frame = nil
end
if @name_window_text  != nil
@name_window_text.dispose
@name_window_text  = nil
end
xrxs9_terminate_message
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2
if $game_temp.choice_start == 0
@x = 8
end
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
   @face_file = $1 + ".png"
   @x = @face_indent = 128
  if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
    self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
  end
  @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end
begin
last_text = @now_text.clone
@now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
@now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
  $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
 end
#NEW
#Dubealex's Stop Skip Text ON-OFF
@now_text.gsub!(/\\[%]/) { "\100" }
#End new command
#NEW
#Dubealex's Show Monster Name Feature
 @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
 $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
 end
 #End new command
#NEW
#Dubealex's Show Item Price Feature
 @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
 $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
 end
 #End new command
#NEW
#Dubealex's Show Hero Class Name Feature
 @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
 $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
 end
 #End new command
#NEW
#Dubealex's Show Current Map Name Feature
 @now_text.gsub!(/\\[Mm]ap/) do
 $game_map.name    != nil ? $game_map.name    : ""
 end
 #End new command
#NEW
#Dubealex's Choose Name Box Text Color
 @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
 $ams.name_box_text_color=$1.to_i
 @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
 end
 #End new command
name_window_set = false
if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
  name_window_set = true
  name_text = $1
  @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
end
if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
  @popchar = $1.to_i
  if @popchar == -1
    @x = @indent = 48
    @y = 4
  end
  @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
end
@max_choice_x = 0
if @popchar >= 0
  @text_save = @now_text.clone
  @max_x = 0
  @max_y = 4
  for i in 0..3
    line = @now_text.split(/\n/)[3-i]
    @max_y -= 1 if line == nil and @max_y <= 4-i
    next if line == nil
    line.gsub!(/\\\w\[(\w+)\]/) { "" }
    cx = contents.text_size(line).width
    @max_x = cx if cx > @max_x
    if i >= $game_temp.choice_start
      @max_choice_x = cx if cx > @max_choice_x
    end
  end
  self.width = @max_x + 32 + @face_indent
  self.height = (@max_y - 1) * 32 + 64
  @max_choice_x -= 68
  @max_choice_x -= @face_indent*216/128
else
  @max_x = self.width - 32 - @face_indent
  for i in 0..3
    line = @now_text.split(/\n/)[i]
    next if line == nil
    line.gsub!(/\\\w\[(\w+)\]/) { "" }
    cx = contents.text_size(line).width
    if i >= $game_temp.choice_start
      @max_choice_x = cx if cx > @max_choice_x
    end
  end
  @max_choice_x += 8
end
@cursor_width = 0
@now_text.gsub!(/\\\\/) { "\000" }
@now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
 #NEW
 #Dubealex's Permanent Color Change
 @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
   $ams.message_box_text_color= $1.to_i
  @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
   end
 #End of new command
 #NEW
 #Dubealex's Font Change Feature
  @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
   buftxt = $1.to_s
   $ams.font_type = buftxt
   @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
   end
 #End of new command
@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
@now_text.gsub!(/\\[Ii]/) { "\023" }
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
@now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
reset_window
if name_window_set
  color=$ams.name_box_text_color
  off_x =  $ams.name_box_x_offset
  off_y =  $ams.name_box_y_offset
  space = 2
  x = self.x + off_x - space / 2
  y = self.y + off_y - space / 2
  w = self.contents.text_size(name_text).width + $ams.name_box_width + space
  h = $ams.name_box_height + space
  @name_window_frame = Window_Frame.new(x, y, w, h)
  @name_window_frame.z = self.z + 1
  x = self.x + off_x + 4
  y = self.y + off_y
  @name_window_text  = Air_Text.new(x, y, name_text, color)
  @name_window_text.z = self.z + 2
end
end
reset_window
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
#--------------------------------------------------------------------------
def update
super
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
  @input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
  @fade_in = false
end
return
end
@now_text = nil if @now_text == ""
if @now_text != nil and @mid_stop == false
if @write_wait > 0
  @write_wait -= 1
  return
end
text_not_skip = LETTER_BY_LETTER_MODE
while true
  @max_x = @x if @max_x < @x
  @max_y = @y if @max_y < @y
  if (c = @now_text.slice!(/./m)) != nil
    if c == "\000"
      c = "\\"
    end
   
    if c == "\001"
      @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
      temp_color = $1
      color = temp_color.to_i
      leading_x = temp_color.to_s.slice!(/./m)
      if leading_x == "#"
        self.contents.font.color = hex_color(temp_color)
        next
      end
      if color >= 0 and color <= 7
        self.contents.font.color = text_color(color)
      end
      next
    end
    if c == "\002"
      if @gold_window == nil and @popchar <= 0
        @gold_window = Window_Gold.new
        @gold_window.x = 560 - @gold_window.width
        if $game_temp.in_battle
          @gold_window.y = 192
        else
          @gold_window.y = self.y >= 128 ? 32 : 384
        end
        @gold_window.opacity = self.opacity
        @gold_window.back_opacity = self.back_opacity
      end
      c = ""
    end
    if c == "\003"
      @now_text.sub!(/\[([0-9]+)\]/, "")
      speed = $1.to_i
      if speed >= 0 and speed <= 19
        @write_speed = speed
      end
      c = ""
    end
    if c == "\004"
      @now_text.sub!(/\[(.*?)\]/, "")
      buftxt = $1.dup.to_s
      if buftxt.match(/\//) == nil and buftxt != "" then
        $soundname_on_speak = "Audio/SE/" + buftxt
      else
        $soundname_on_speak = buftxt.dup
      end
      c = ""
    elsif c == "\004"
      c = ""
    end
   
    if c == "\005"
      @write_wait += 5
      c = ""
    end
   
    if c == "\006"
      @write_wait += 20
      c = ""
    end
   
    if c == "\016"
      text_not_skip = false
      c = ""
    end
   
    if c == "\017"
      text_not_skip = true
      c = ""
    end
   
    if c == "\020"
      @mid_stop = true
      c = ""
    end
   
    if c == "\021"
      terminate_message
      return
    end
   
    if c == "\023"
      @indent = @x
      c = ""
    end
    if c == "\024"
      @now_text.sub!(/\[([0-9]+)\]/, "")
      @opacity = $1.to_i
      color = self.contents.font.color
      self.contents.font.name = $ams.font_type
      self.contents.font.size = $ams.font_size
      self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
      c = ""
    end
    if c == "\025"
      @now_text.sub!(/\[([0-9]+)\]/, "")
      self.contents.font.size = [[$1.to_i, 6].max, 32].min
      c = ""
    end
    if c == "\026"
      @now_text.sub!(/\[([0-9]+)\]/, "")
      @x += $1.to_i
      c = ""
    end
   
    if c == "\027"
      @now_text.sub!(/\[(.*?)\]/, "")
      @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
      if $soundname_on_speak != ""
        Audio.se_play($soundname_on_speak)
      end
    c = ""
    end
    if c == "\030"
      @now_text.sub!(/\[(.*?)\]/, "")
      self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
      if $soundname_on_speak != ""
        Audio.se_play($soundname_on_speak)
      end
      @x += 24
      c = ""
    end
    if c == "\n"
      @lines += 1
      @y += 1
      @x = 0 + @indent + @face_indent
      if @lines >= $game_temp.choice_start
        @x = 8 + @indent + @face_indent
        @cursor_width = @max_choice_x
      end
      c = ""
    end
   
    if c == "\022"
      @now_text.sub!(/\[([0-9]+)\]/, "")
      @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
      c = ""
    end
   
    #NEW
    #Dubealex's Text Skip On/OFF Command
     if c == "\100"
        if @alex_skip==false
           @alex_skip=true
        else
          @alex_skip=false
        end
       c = ""
     end  
     #end of new command
                               
    if c != ""
      self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
      @x += self.contents.text_size(c).width
      if $soundname_on_speak != "" then
        Audio.se_play($soundname_on_speak)
      end
    end
   
#SKIP_TEXT_CODE
# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z
if Input.press?(Input::C) # <-- Change the value on that line
  if @alex_skip==false      
  text_not_skip = false
  end
    end
  else
    text_not_skip = true
    break
  end
 
  if text_not_skip
    break
  end
end
@write_wait += @write_speed
return
end
if @input_number_window != nil
@input_number_window.update
if Input.trigger?(Input::C)
  $game_system.se_play($data_system.decision_se)
  $game_variables[$game_temp.num_input_variable_id] =
    @input_number_window.number
  $game_map.need_refresh = true
  @input_number_window.dispose
  @input_number_window = nil
  terminate_message
end
return
end
if @contents_showing
if $game_temp.choice_max == 0
  self.pause = true
end
if Input.trigger?(Input::B)
  if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
    $game_system.se_play($data_system.cancel_se)
    $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
    terminate_message
  end
end
if Input.trigger?(Input::C)
  if $game_temp.choice_max > 0
    $game_system.se_play($data_system.decision_se)
    $game_temp.choice_proc.call(self.index)
  end
  if @mid_stop
    @mid_stop = false
    return
  else
    terminate_message
  end
end
return
end
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
  @input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
  self.visible = false
  @fade_out = false
  $game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
def get_character(parameter)
case parameter
when 0  
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
def reset_window
#MESSAGE_SIZE
#MESSAGE_POSITION
if @popchar >= 0
events = $game_map.events
if events != nil
  character = get_character(@popchar)
  x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
  y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
  self.x = x
  self.y = y
end
elsif @popchar == -1
self.x = -4
self.y = -4
self.width = 648
self.height = 488
else
if $game_temp.in_battle
  self.y = 16
else
  case $game_system.message_position
  when 0  
    self.y = $ams.message_y_top
  when 1  
    self.y = $ams.message_y_middle
  when 2  
    self.y = $ams.message_y_bottom
  end
  self.x = $ams.message_x
  if @face_file == nil
    self.width = $ams.message_width
    self.x = $ams.message_x
  else
    if self.width <= 600
      self.width = 600
      self.x -=60
     end
  end
  self.height = $ams.message_height
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
if @face_file != nil
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = $ams.message_box_opacity
else
self.opacity = 0
self.back_opacity = $ams.message_box_opacity
end
end
#--------------------------------------------------------------------------
def gaiji_draw(x, y, num)
if @gaiji_cache == nil
return 0
else
if @gaiji_cache.width < num * 24
  return 0
end
if self.contents.font.size >= 20 and self.contents.font.size <= 24
  size = 24
else
  size = self.contents.font.size * 100 * 24 / 2200
end
self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
if $soundname_on_speak != "" then
  Audio.se_play($soundname_on_speak)
end
return size
end
end
#--------------------------------------------------------------------------
def line_height
return 32
if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
def ruby_draw_text(target, x, y, str,opacity)
sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
height = sizeback + rubysize
width  = target.text_size(split_s[0]).width
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
if opacity == 255
target.font.size = rubysize
target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
target.font.size = sizeback
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
  @opacity_text_buf.dispose
  @opacity_text_buf = Bitmap.new(buf_width, height)
else
  @opacity_text_buf.clear
end
@opacity_text_buf.font.size = rubysize
@opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
@opacity_text_buf.font.size = sizeback
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
if sub_x >= 0
  target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
else
  target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
return width
end
end
#--------------------------------------------------------------------------
def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!
case option
when "i"
unless $data_items[index].name == nil
  r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
end
when "w"
unless $data_weapons[index].name == nil
  r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
end
when "a"
unless $data_armors[index].name == nil
  r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
end
when "s"
unless $data_skills[index].name == nil
  r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
end
else
r = $game_variables[index]
end
r == nil ? r = "" : nil
return r
end
#--------------------------------------------------------------------------
def dispose
terminate_message
if @gaiji_cache != nil
unless @gaiji_cache.disposed?
  @gaiji_cache.dispose
end
end
unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#=========================================
# ▲ CLASS Window_Message Ends
#=========================================
#=========================================
# ▼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end
#--------------------------------------------------------------------------
def dispose
super
end
end
#=========================================
# ▲ CLASS Window_Frame Ends
#=========================================
#=========================================
# ▼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map
#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#=========================================
# ▲ CLASS Game_Map Additional Code Ends
#=========================================
#=========================================
# ▼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title
#Dubealex's Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
 $map_infos[key] = $map_infos[key].name
end
#Dubealex's addition to save data from the AMS in the save files
$ams = AMS.new
end
#=========================================
# ▲ CLASS Scene_Title Additional Code Ends
#=========================================
#=========================================
# ▼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window
#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
red = 0
green = 0
blue = 0
if string.size != 6
  print("Hex strings must be six characters long.")
  print("White text will be used.")
  return Color.new(255, 255, 255, 255)
end
for i in 1..6
  s = string.slice!(/./m)
  if s == "#"
    print("Hex color string may not contain the \"#\" character.")
    print("White text will be used.")
    return Color.new(255, 255, 255, 255)
  end
  value = hex_convert(s)
  if value == -1
    print("Error converting hex value.")
    print("White text will be used.")
    return Color.new(255, 255, 255, 255)
  end
  case i
  when 1
    red += value * 16
  when 2
    red += value
  when 3
    green += value * 16
  when 4
    green += value
  when 5
    blue += value * 16
  when 6
    blue += value
  end
end
return Color.new(red, green, blue, 255)
end
#--------------------------------------------------------------------------
def hex_convert(character)
case character
 when "0"
   return 0
when "1"
   return 1
when "2"
   return 2
when "3"
   return 3
when "4"
   return 4
when "5"
   return 5
when "6"
   return 6
when "7"
   return 7
when "8"
   return 8
when "9"
   return 9
when "A"
   return 10
when "B"
   return 11
when "C"
   return 12
when "D"
   return 13
when "E"
   return 14
when "F"
   return 15
 end
return -1
end
end
#=========================================
# ▲ CLASS Window_Base Additional Code Ends
#=========================================
#=========================================
# ▼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base
def initialize(x, y, designate_text, color=0)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity      = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end
#--------------------------------------------------------------------------
def dispose
self.contents.clear
super
end
end
#==========================================
# ▲ CLASS Air_Text  Ends
#==========================================
#===================================================
# ▼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
alias ams_original_write_save_data write_save_data
def write_save_data(file)
 ams_original_write_save_data(file)
 Marshal.dump($ams, file)
end
end
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================
#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
alias ams_original_read_save_data read_save_data
def read_save_data(file)
 ams_original_read_save_data(file)
 $ams      = Marshal.load(file)
end
end
#===================================================
# ▲ CLASS Scene_Load Additional Code Ends
#=================================================== 
 OK und fertig!