This script is very old, use this instead: http://rmrk.net/index.php/topic,7035.0.html (http://rmrk.net/index.php/topic,7035.0.html)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F3743%2Fskamsss03dq.png&hash=ecb8edd53815e567333db97647a776eac1d26260)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F3916%2Fskamsss15rc.png&hash=01f988feeaf0c49a57c5bab714a9b5fb6cef57b5)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F1882%2Fskamsss29lg.png&hash=0fec0aecdf86ee596ea8b8b25eefecf691580ad3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg323.imageshack.us%2Fimg323%2F656%2Fmessagepics7ne.png&hash=db22f3ac9941ff9ea2b0cf09a2de4f3cfda45d04)
New Demo (http://rapidshare.de/files/8551900/Message.exe.html)
Old demo (http://rapidshare.de/files/8055430/Message.exe.html)
[EDIT]You can also download the NEW DEMO from the attachment at the end of the post.[/EDIT]
#-----------------------------------------------------------------
# ? Slipknot's Advance Message System ?
#-----------------------------------------------------------------
# Last Update: 03/12/05
# - Added the window over event
# - Show Picure inside the window
# - Added the icon display
# - Added the item, weapon, armor & skill icon display
# - Added the hero class name
# - Fixed some little things
#-----------------------------------------------------------------
# - Show Picture (above) by Slipknot
# - Auto Resize by Slipknot
# - Different Display Text by Slipknot
# - Bold & Italic Text by Slipknot
# - Hero Class Name by Slipknot
# - Icon Display by Slipknot
# - Item, Weapon, Armor & Skill icon by Dubealex*
# - Show Picture (in) by Dubealex*
# - Name Box by Dubealex*
# - Text size by Dubealex*
# - Text font by Dubealex*
# - Window Over Event by Dubealex*
# - Outline Text from Alestian Story*
# - Shadow Text from Alestian Story*
# * edited by Slipknot
#-----------------------------------------------------------------
# Set the default text display
$default_text = 0
#-----------------------------------------------------------------
class Window_Message < Window_Selectable
#-----------------------------------------------------------------
def initialize
super(65,299,510,175)
self.contents = Bitmap.new(width-32,height-32)
self.visible = false
self.z = 9998
@contents_showing = @fade_in = @fade_out = false
@cursor_width = 0
self.active = false
self.index = -1
self.opacity = 0
# Change it to change the pictures folder for the messages
@path = "Graphics/Pictures/Message/"
@back = Window_Base.new(self.x,self.y,self.width,self.height)
@back.visible = false
end
#-----------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
@back.dispose
if @input_number_window != nil
@input_number_window.dispose
end; super
end
#-----------------------------------------------------------------
alias sk_terminate_message terminate_message
def terminate_message
sk_terminate_message
if @name_box != nil
@name_box.dispose
@name_box = nil
end
if @name_box_text != nil
@name_box_text.dispose
@name_box_text = nil
end
if @picture != nil
@picture.dispose
@picture = nil
end
end
#-----------------------------------------------------------------
def refresh
self.contents.clear
# Setting the text options to default
self.contents.font.name = $defaultfonttype
self.contents.font.size = 22
self.contents.font.bold = false
self.contents.font.italic = false
case $default_text
when 0 then disp_text
when 1 then disp_text(false,true)
when 2 then disp_text(true) end
# Setting some variables to 0
@cursor_width = color = x = y = sx = 0
x=8 if $game_temp.choice_start == 0
if $game_temp.message_text != nil
text = $game_temp.message_text
begin
last_text = text.clone
# Show Variables Value
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
# Show Hero Name
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# Show Hero Class Name
text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].class_name : ""
end
name_box = face = picture = over_event = false
# Name box
if (/\\[Nn]a\[(.+?)\]/.match(text)) != nil
name_box = true
name_text = $1
text.sub!(/\\[Nn]a\[(.*?)\]/){""}
end
# Picture
if (/\\[Pp]ic\[(.+?)\]/.match(text)) != nil
picture = true
pic_name = $1
text.sub!(/\\[Pp]ic\[(.*?)\]/){""}
end
# Face
if (/\\[Ff]ace\[(.+?)\]/.match(text)) != nil
@face = true
face_name = $1
text.sub!(/\\[Ff]ace\[(.*?)\]/){""}
end
# Window over event
if (/\\[Pp]\[([-1,0-9]+)\]/.match(text)) != nil
over_event = true
event = $1.to_i
text.sub!(/\\[Pp]\[([-1,0-9]+)\]/){""}
end
# "\" display
text.gsub!(/\\\\/){"\000"}
# Text Color
text.gsub!(/\\[Cc]\[([0-9]+)\]/){"\001[#{$1}]"}
# Show Gold Window
text.gsub!(/\\[Gg]/){"\002"}
# Text size
text.gsub!(/\\[Tt][Ss]\[([0-9]+)\]/){"\003[#{$1}]"}
# Text font
text.gsub!(/\\[Ff]ont\[(.+?)\]/){"\004[#{$1}]"}
# Text different display
text.gsub!(/\\[Tt]ext\[([0-9]+)\]/){"\005[#{$1}]"}
# SlipKnot's Icon
text.gsub!(/\\[Ii]con\[(.+?)\]/){"\006[#{$1}]"}
# Dubealex's Icon
text.gsub!(/\\[Ii]i{([IiWwAaSs]?)}\[([0-9]+)\]/){change_icon($1,$2.to_i)}
# Bold font
text.gsub!(/\\[Bb]/){"\007"}
# Italic font
text.gsub!(/\\[Ii]/){"\010"}
# Array with all the lines width
stxt = [0,0,0,0]
@back.height = 32
icon = ""; val = 0
x = 112 if @face
while ((c = text.slice!(/./m)) != nil)
if c == "\000" then c = "\\" end
if c == "\001"
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
self.contents.font.color = text_color(color) if color >= 0 and color <= 7
next
end
if c == "\002"
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle then @gold_window.y = 192
else @gold_window.y = self.y >= 128 ? 32 : 384 end
@gold_window.opacity = @back.opacity
@gold_window.back_opacity = @back.back_opacity
end; next
end
if c == "\003"
text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i,8].max,32].min
next
end
if c == "\004"
text.sub!(/\[(.+?)\]/, "")
self.contents.font.name = $1.to_s
next
end
if c == "\005"
text.sub!(/\[([0-9]+)\]/, "")
case $1.to_i
when 0 then disp_text
when 1 then disp_text(false,true)
when 2 then disp_text(true) end
next
end
if c == "\006"
text.sub!(/\[(.+?)\]/, "")
icon = $1.to_s
val += 24; c = ""
end
if c == "\007"
if self.contents.font.bold
self.contents.font.bold = false
else self.contents.font.bold = true end
next
end
if c == "\010"
if self.contents.font.italic
self.contents.font.italic = false
else self.contents.font.italic = true end
next
end
if c == "\011"
icon = $gold_name
val += 24; c = ""
end
if c == "\013"
text.sub!(/\[(.*?)\]/,"")
icon = $1.to_s
val += 24; c = ""
end
if c == "\n"
@cursor_width = [@cursor_width,x].max if y >= $game_temp.choice_start
y += 1; x = sx = 0
sx = x = 112 if @face
x,sx = 8,14 if y >= $game_temp.choice_start
next
else stxt[y] += (self.contents.text_size(c).width+val) end
@back.height = (y*32)+64
if icon != ""
self.contents.blt(4+x,32*y+5,RPG::Cache.icon(icon),Rect.new(0,0,24,24))
x += 24; val,icon = 0,""
end
if $outline_text and !$shadow_text
draw_text_outline(4+x,32*y,40,32,c,color)
elsif $shadow_text and !$outline_text
draw_text_shadow(4+x,32*y,40,32,c,color)
else
self.contents.font.color = text_color(color)
self.contents.draw_text(4+x,32*y,40,32,c)
end
x += self.contents.text_size(c).width
end
@back.width = stxt.max+42+sx
men_pos
end
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active,self.index = true,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
@back.height += 32
width = [@back.width,(@input_number_window.width-16)].max
@back.width = width; men_pos
end
if over_event
if $game_map.events != nil
if event <= 0 then ch = $game_player
else ch = $game_map.events[event] end
fx = [[ch.screen_x-@back.width/2,4].max,636-@back.width].min
fy = [[ch.screen_y-(@back.height+48),4].max,476-@back.height].min
self.x = @back.x = fx
self.y = @back.y = fy
end
end
if picture
px = self.x + @back.width
@picture = Sprite.new
@picture.bitmap = RPG::Cache.load_bitmap(@path,pic_name)
@picture.x = px - @picture.bitmap.width
@picture.y = self.y - @picture.bitmap.height
end
if name_box
nbx,nby = self.x,self.y-15
w = self.contents.text_size(name_text).width+12
@name_box = Window_Base.new(nbx,nby,w,32)
@name_box.z = self.z+1
nbx += 6; nby += 4
@name_box_text = Name_Box_Text.new(nbx,nby,name_text)
@name_box_text.z = self.z+2
end
if @face
face = RPG::Cache.load_bitmap(@path,face_name)
@back.height <= 128 ? fy = 0 : fy = ((@back.height-128)/2)
self.contents.blt(0,fy,face,Rect.new(0,0,96,96))
@back.height = 128 if @back.height <= 128
men_pos
@face = false
end
end
#-----------------------------------------------------------------
def update
super
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
@fade_in = false if self.contents_opacity == 255
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 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; terminate_message
end; return
end
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
sk_visible
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
@back.opacity -= 48
if @back.opacity == 0
sk_visible(false)
@fade_out = false
$game_temp.message_window_showing = false
end; return
end
end
#-----------------------------------------------------------------
def change_icon(option,index)
option == nil ? option = "" : nil
option.downcase!
case option
when "i" then s = $data_items[index]
when "w" then s = $data_weapons[index]
when "a" then s = $data_armors[index]
when "s" then s = $data_skills[index] end
return sprintf("\013[%s]%s",s.icon_name,s.name) unless s.name == nil
end
#-----------------------------------------------------------------
def disp_text(w1=false,w2=false)
$outline_text,$shadow_text = w1,w2
end
#-----------------------------------------------------------------
def sk_visible(s=true)
self.visible,@back.visible = s,s
end
#-----------------------------------------------------------------
def men_pos
if $game_temp.in_battle then self.y = 96 - @back.height/2
else
case $game_system.message_position
when 0 then self.y = 96 - @back.height/2
when 1 then self.y = 240 - @back.height/2
when 2 then self.y = 384 - @back.height/2 end
end
self.x = 320 - @back.width/2
if @input_number_window != nil
@input_number_window.y = (self.y+$game_temp.num_input_start*32)
@input_number_window.x = self.x+8
@input_number_window.x = self.x+8+112 if @face
end
@back.x,@back.y = self.x,self.y
end
#-----------------------------------------------------------------
def reset_window
men_pos
if $game_system.message_frame == 0 then @back.opacity = 255
else @back.opacity = 0 end
@back.back_opacity = 160
end
#-----------------------------------------------------------------
end
#-----------------------------------------------------------------
class Name_Box_Text < Window_Base
#-----------------------------------------------------------------
def initialize(x,y,text)
super(x-16,y-16,text.size*12+32,56)
init; self.opacity = 0
w,h = self.contents.width,self.contents.height
if $outline_text and !$shadow_text then draw_text_outline(0,0,w,h,text)
elsif $shadow_text and !$outline_text then draw_text_shadow(0,0,w,h,text)
else self.contents.draw_text(0,0,w,h,text) end
end
#-----------------------------------------------------------------
end
#-----------------------------------------------------------------
class Window_Base < Window
#-----------------------------------------------------------------
def draw_text_outline(x,y,wid,hei,str,col=0,ali=0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x+1,y,wid,hei,str,ali)
self.contents.draw_text(x-1,y,wid,hei,str,ali)
self.contents.draw_text(x,y+1,wid,hei,str,ali)
self.contents.draw_text(x,y-1,wid,hei,str,ali)
self.contents.font.color = text_color(col)
self.contents.draw_text(x,y,wid,hei,str,ali)
end
#-----------------------------------------------------------------
def draw_text_shadow(x,y,wid,hei,str,col=0,ali=0)
self.contents.font.color = Color.new(0,0,0,192)
self.contents.draw_text(x+1,y+1,wid,hei,str,ali)
self.contents.font.color = Color.new(0,0,0,96)
self.contents.draw_text(x+2,y+2,wid,hei,str,ali)
self.contents.font.color = text_color(col)
self.contents.draw_text(x,y,wid,hei,str,ali)
end
#-----------------------------------------------------------------
def init(win=self,type=0,size=0,wid=0,hei=0)
swid = (wid == 0 ? win.width-32 : wid)
shei = (hei == 0 ? win.height-32 : hei)
win.contents = Bitmap.new(swid,shei)
type = $defaultfonttype if type == 0
size = $defaultfontsize if size == 0
win.contents.font.name = type
win.contents.font.size = size
end
#-----------------------------------------------------------------
end
#-----------------------------------------------------------------
THATS...........ONE.........NICE...........SCRIPT! IT MIGHT EVEN BEAT DUBEALEX'S, BUT ARE THE SAME COMMANDS AVAILIBLE???
Not all, but in the Demo all are showed.
That's a great script. I think I'll use it. So you created this?
Yes, you can see that in other three forums, is made by me (Slipknot)
HOLY CRAP!!!!!!! That's a nice script!! Kudos on the nice script buddy!!
a seriously long one too, must have been a true pain in the ass to write it..
very nice one, nice to have a good scripter like you around here
Sorry if this is a stupid question, but what script do I edit with the code?
Window_Message for as far as i can tell
Quote from: blueXxWindow_Message for as far as i can tell
Nope, you make a new script :D
Quote from: dwarra
Nope, you make a new script :D
i thought so too that's why i went "omg thats a shiny script" but no, actually it's an edited script, it's still a god damn heavy work, just 200 lines shorter than i thought...
if you'll look closely the first 100-200 lines are the same as it was in the normal script and then comes a big fat editing.
although the results of putting it as a new script are the same as editing the original Window_Message it's still belong in Window_Message script
no, i didn't look 1 by 1 lines i simply noticed the class line:
class Window_Message < Window_Selectable
enterbrain named their scripts after the classes or vice versa so it's ez to tell
Quote from: blueXxQuote from: dwarra
Nope, you make a new script :D
i thought so too that's why i went "omg thats a shiny script" but no, actually it's an edited script, it's still a god damn heavy work, just 200 lines shorter than i thought...
if you'll look closely the first 100-200 lines are the same as it was in the normal script and then comes a big fat editing.
although the results of putting it as a new script are the same as editing the original Window_Message it's still belong in Window_Message script
no, i didn't look 1 by 1 lines i simply noticed the class line:
class Window_Message < Window_Selectable
enterbrain named their scripts after the classes or vice versa so it's ez to tell
May i ask without being rude what your point is?
The demo has a new script, so thats what you do :?
If you wanna reply, PM me, i dont want to spam...
You are both partially correct.
@dwarra - when you make it a new script, it overides the original, but it lags because it still has to process the original
@blueXx - you don't have to *edit* anything, just replace all of Window_Message with the fore-posted script
Thank you Tsuno for clearing that up.
:roll: and to think i said the very same as tsu and no one understood...
ok let's have a reading class
Quote
i thought so too that's why i went "omg thats a shiny script" but no, actually it's an edited script, it's still a god damn heavy work, just 200 lines shorter than i thought...
if you'll look closely the first 100-200 lines are the same as it was in the normal script and then comes a big fat editing.
that's me explaining to dwarra why this script should be in window_message and not in a new one
Quotealthough the results of putting it as a new script are the same as editing the original Window_Message it's still belong in Window_Message script
that's me explaining why it seems to be a new script, and how come it works, i didn't mention no lag cus for some reason my pc doesn't lag with both
Quoteno, i didn't look 1 by 1 lines i simply noticed the class line:
class Window_Message < Window_Selectable
enterbrain named their scripts after the classes or vice versa so it's ez to tell
and that's me explaining how to find out where to post your script.
maybe i need a writing class -.-
Quote@blueXx - you don't have to *edit* anything, just replace all of Window_Message with the fore-posted script
and maybe you need a reading class? you act as if i didn't know it -.-
"replacing" is a form of editing ... like duh...
and by "edit" i meant that slipknot edited an exisiting script and didn't make a new one from nothing, like duh X 2.
Editing means to change a part of, yet leave some of it intact, so no, replacing is not a type of editing.
true but yet a big part of the "edited file" you request us to replace with the old is in fact the very same as the old one and thus it's still 1 and a half legs in editing , replacing fully is simply taking a shortcut , yet still it does not replace in this case the whole but only a part, that is why it is a form of editing in this case.
and that is also why we are both spamming like morons.
lock before it gets too off topic?
Quote from: blueXxtrue but yet a big part of the "edited file" you request us to replace with the old is in fact the very same as the old one and thus it's still 1 and a half legs in editing , replacing fully is simply taking a shortcut , yet still it does not replace in this case the whole but only a part, that is why it is a form of editing in this case.
and that is also why we are both spamming like morons.
lock before it gets too off topic?
I dont say lock, people still want too comment this awesome script, i say shut up to put it quickly :P
Quote from: dwarra
I dont say lock, people still want too comment this awesome script, i say shut up to put it quickly :P
So true Dwarra *claps* Well i really like this Script GREAT job Dude BlueXx...dont listen to him. Well anywasys great job.
shadow stop spamming up topics if you don't have anything to say, and if you already say something at least try and make sense.
(that's why i asked for locking, the script is explained well, the questions were answered and now the spammers are going to have fun, we know it's a good script without every 2nd person saying that)
*puts an invisible-don't-post-unless-it's-a-question-or-a-"hail-only"-message lock*
Only paste it below the orginal Window_Message and above the Mains ection.
And thanks! :roll:
I really want this script. I j
Uhn, you're double posting with the same post?
Only paste the script before main in the Script editor, What is the problem?
How do you make it do a certain one only?
Quote from: NekoHow do you make it do a certain one only?
What do you mean? :O_o:
I have problems with this script... When i write any message, the messagebox is small... i shall postt a screenie... [/quote]
Quote from: Season In The AbyssQuote from: NekoHow do you make it do a certain one only?
What do you mean? :O_o:
Haha... sorry.... I want it to do the image over the text thing. How do I do make it do that only?
Quote from: LinkaNI have problems with this script... When i write any message, the messagebox is small... i shall postt a screenie...
[/quote]
write a larger message then... :O_o:
Amazing script, moving to scripts database :D
Quote from: Neko on December 10, 2005, 03:44:41 PM
Quote from: Season In The AbyssQuote from: NekoHow do you make it do a certain one only?
What do you mean? :O_o:
yeah what command do you use to put the image in the box
I can't download either demo, old one is no longer being hosted and the new one keeps stopping the download right when it starts so can't get the commands
Um, i still can't make the name of the character appear, HELP?
/ or \Name[TYPE NAME HERE]
reinster script.
I dont get it, where should i put that? Man i hate myself!
I replaced the Window_Message with this script and I keep getting this error:
Script"Window_Message" line 58: Name Error Occured
undefined method 'terminate_message' for class "Window_Message"
WTF IS GOING ON?!?!?!?!? :'(
1. DONT REPLACE WINDOW MESSAGE. Put this script above main, open a new project and copy the real window message back....
2. for mirak, put this in the event place where you like messages , eg
/ or \(dunno exactly)[Jonny]
Hello my name is jonny...
like that..
Now all I'm getting is empty text boxes... :'(
did you write somethingz/
Yeah, I have messages and stuff, it's just showing all up as empty text boxes.
you put it above main and copied the real window message...with the appropriate title..
which is this-
#==============================================================================
# ? Window_Message
#------------------------------------------------------------------------------
# ?????????????????????
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype # "Message" window font
self.contents.font.size = $defaultfontsize
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# ??????????
@contents_showing = false
# ????? ?????????
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# ?????????????????????
$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
# ????????????
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# ???????????
if $game_temp.choice_start == 0
x = 8
end
# ???????????????
if $game_temp.message_text != nil
text = $game_temp.message_text
# ??????
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
# ????"\\\\" ? "\000" ???
text.gsub!(/\\\\/) { "\000" }
# "\\C" ? "\001" ??"\\G" ? "\002" ???
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# c ? 1 ????? (????????????????)
while ((c = text.slice!(/./m)) != nil)
# \\ ???
if c == "\000"
# ????????
c = "\\"
end
# \C[n] ???
if c == "\001"
# ??????
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# ?????
next
end
# \G ???
if c == "\002"
# ????????????
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
# ?????
next
end
# ???????
if c == "\n"
# ??????????????
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y ? 1 ???
y += 1
x = 0
# ???????????
if y >= $game_temp.choice_start
x = 8
end
# ?????
next
end
# ?????
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
# x ????????????
x += self.contents.text_size(c).width
end
end
# ??????
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 reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # ?
self.y = 16
when 1 # ?
self.y = 160
when 2 # ?
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
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
# ????????
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
terminate_message
end
return
end
# ??????????????????????????????
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
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 update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
Yep, and still, empty text boxes.
Ok..
Scan through all the pages and see if anyone got a error, and check if he posted a better script
Or download the demo if you can...if you cant i'll attach it (after downnloading it duh)
Still empty text boxes. I downloaded the new demo, and I'm still getting empty text boxes...
OK wait, if you havent done any database or mapping yet, and the games not exactly done, start a new project.
OR ...
just start a new project put the script above main and see if it works...
if it doesnt even in the knew one, its serious..
Ok, I made a new one and made an NPC who just says, "Hi! I'm /n[1]!"
Still, *sigh*, an empty text box.
OMG
you are spoes to write-
/name[1] Hello
or i think this- \name[1] hello
sorry i wrote n it was wrong..
before and name not n
I erased that and just put, Hello, and I'm still getting blank message boxes.
In the new one?
OMG reinstall rpg maker xp..
reinstall the exe file
This is serious.....
#_#
You sure? It worked just fine without the script, but messed up with it...
Quote from: Oni Link on October 26, 2006, 05:20:15 AM
Ok, I made a new one and made an NPC who just says, "Hi! I'm /n[1]!"
Still, *sigh*, an empty text box.
not / but \
Dont tell me i didnt tell him cuz i told him ...@_@
Oops, sorry haven't seen it. I'm kinda in a hurry...
I would say that this topic needs a sticky.
My Gosh Guys!!! He included a demo of his game. All you have to do is right click the demo file after you download it, and extract it the same way you would with a zip file. Then you can open the project file in rpgmaker. It also includes a tutorial and some other things.
By opening it, you can see how they are used.
lol, somebody is an ass and an idiot (wait.... velton?!?) the old demo is no longer hosted cuz its to old and the new demo doesn't download.
Then how did I just download it? T_T Its an exe file, but still unzippable.
I can't download the demo on the count of AOL
I will add a download attachment to his first post to stop this confusement.
how do i put the picture in my textbox in the event thing, sorry if this is such a noobish question. ::)
Try \f[FACENAMEGOHERE!!!!!] or \face[FACENAMEGOHERE!!!!]
If that doesn't work just go to hbgames.org or dubalex.com and get an AMS there.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcharas-project.net%2Fresources_download.php%3Fid%3D30637%26amp%3Bfile%3Dresources%252FFacesets%25&hash=43c82c442bda96b2a32e9c89dd99f1682973dae8)
what if they are in one big box, like this?
The demo is too old, I'm sure you can't download it, so use this script instead:
http://rmrk.net/index.php/topic,7035.0.html
=P Very nice ^^ since im new to RMXP ;P i don't get what to edit so it works for me...
Sorry for being a ne... n00b... anyone pm me plz, or else spam ;8
Hey Slip im using your script and i cant get the color to work. whats the extension for it?
Quote from: LiLTreLL1217 on January 22, 2007, 01:37:25 AM
Hey Slip im using your script and i cant get the color to work. whats the extension for it?
try his letter by letter script
i will tomorrow
no dont its got a million errors -.-
Uhh...using the letter "J" crashes the game...
for some reason, IT DOESN'T WORK IN MY GAME! i try to do just plain display text and nothing :( WHY?
Quote from: LinkaN on December 10, 2005, 08:54:20 AM
I have problems with this script... When i write any message, the messagebox is small... i shall postt a screenie...
[/quote]
I have this same problem, i simply copied and pasted SlipKnot's message system script right above main, anything else i need to do?
Quote from: atracious on February 27, 2007, 06:38:11 AM
Quote from: LinkaN on December 10, 2005, 08:54:20 AM
I have problems with this script... When i write any message, the messagebox is small... i shall postt a screenie...
I have this same problem, i simply copied and pasted SlipKnot's message system script right above main, anything else i need to do?
[/quote]
It works fine for me. O_o
I posted some screens in the last post here: http://rmrk.net/index.php/topic,13216.0.html
@LiLTreLL1217: \c[ ], but use the other script instead, is better, have more options and no bugs.
@darico: if you don't know how use it, is not my fault. >:(
@pliio8: get the other dll on Creation Asylum
@atracious: add this line in the top of "Main" (script editor, bottom)
Font.default_name = 'Tahoma'
and use "Letter by Letter Message Window" instead!!!
k, i put it in:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F3827%2Fdiditim2.png&hash=f7dd1af6dd864f1f98f2949ee63fc4f01ff14f40)
Quote from: Season In The Abyss on February 28, 2007, 10:42:02 PM
and use "Letter by Letter Message Window" instead!!!
what is that?
http://rmrk.net/index.php/topic,7035.0.html (http://rmrk.net/index.php/topic,7035.0.html)
I love your script oh and someones sigy is yuku and shuichi :D ;8 i love them i have to use this script wonderfully done i must say
Is there a way where the letter J doesnt crash the game when useing this script?
That's mostly because you're using PK (I think).
Nope the US legal version. Only done it when i used the script.
That's weird... It shouldn't happen... It's most definitely not the script, though. That's just weird...
Quote from: pliio8 on February 07, 2007, 02:54:17 AM
Uhh...using the letter "J" crashes the game...
Not the only one
Sorry, I can't help you with that problem ;9 You'd need someone of expertise in that area.
Edit: Nvm still a problem.
Possibly a corrupted dll, but I'm just going to recommend you use the Letter by Letter (http://rmrk.net/index.php/topic,7035.0.html) instead. If I recall correctly. It has all the same options (by the same author), and more and I think it's just a straight upgrade.
Both do the same and only while useing the scripts.
What version of XP are you using? I'd suggest downloading the demo of the Letter-by-letter and copying the script directly out of that, since I just downloaded the demo and placed the letter J in a dialogue box, and it did not crash. If it still doesn't work, I don't know, maybe it's just PK or something?
thats what i did...
No matter how many times i download it, it still does it...
Go into the demo and try placing the letter J in a message box in the demo itself and report back. Also, what version of XP are you using? Blue Icon or Orange Icon in the top left corner?
in letter-by-letter it crashes in the demo as well. On the message box example it has a J in it an crashes. This is even done with out editing anything.
I think you must be using PK. I don't know why, or how it happens, but there is a problem with J in that version for some reason. I would suggest buying the real version, finding DynaEmu (very difficult), or getting a keygen for Enterbrain's. :/. Sorry I couldn't be of more help. Maybe Seasons in the Abyss can help you, though I am not sure how often he comes on.
As you can see, J does not crash my version:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg148.imageshack.us%2Fimg148%2F2359%2Fexampleuc1.jpg&hash=2f5c02b685ee5621067e60fac7c67b2d21fc0425)
please read up before accuseing...
Well, I wasn't *accusing*, per se, but if you're using enterbrain's, I don't know what could be causing the problem. I'd say wait for Seasons in the Abyss to come by. He's probably encountered the problem before on another forum and might know how to fix it. The ony thing I can think of now is maybe you don't have 1.02? We are both using legal, but the letter J does not crash my demo but does crash yours... The only thing I can think of is that that is one of the bugs fixed in the patch... but I could be wrong. Let's wait and see what Seasons in the Abyss has to say (Slipknot is so much easier to write, by the way :P)
This script have been posted in many forums, many user have tested it with different version, and they don't have that error.
Try posting the script in a new project, or use my other one (other script tested by other users).
If you still get the same error, get other version of the program, because the problem is not the script. You can check the code, there is not code like this: ;D
if user == 'arisen' and text.include('J')
crash_game
end
Quote from: Season In The Abyss on May 14, 2007, 01:18:40 AM
if user == 'arisen' and text.include('J')
crash_game
end
lol ;D
O rly? Thats why another user had the same poblem wich was stated above. I am going to redownload rpg maker and see it still happens. I had no problems with RPG maker before this script and only does it when useing it. And as i aslo stated both scripts do it. THE game doesn't crash when im not useing the script. Im not an idiot and i know there was no intention of crashing the game with the script. I have version 1.2a english version.
How do I get this script to always display messages at the bottom of the screen? They
always appear above your head... That's cool and all but, won't work for my game.
I'd appreciate the info thanks.
Messages don't appear above you unless you use \p
Canth find the file on Rapidshire, maybe you can upload again?
ok big issue. i can use the script but when i do the face thing. no text pops up.
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