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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: doggen on January 08, 2006, 05:27:04 PM

Title: AMS Problem
Post by: doggen on January 08, 2006, 05:27:04 PM
Hello again!
I'm using the AMS SCript that you can find in the script database here.
( NOT the Slipknot one )

But I have a problem...
As you can see on the picture below, the little box containing the name doesn't reach all the way...

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg366.imageshack.us%2Fimg366%2F9788%2Fvisningsbild1br.png&hash=d2036fb1718a929adef96065929d44a0b9e8a159)

Is there anybody out there that has a solution to this problem, and that is kind enough to give it to me?
If so, I would apreciate, veeery much!!!

Thanks in advance!
Title: AMS Problem
Post by: Season In The Abyss on January 08, 2006, 06:04:49 PM
In my AMS i fix that.
Is easy but you need post the script.
Title: AMS Problem
Post by: doggen on January 08, 2006, 07:35:05 PM
Alright, here's the script:

#===================================================
# ? 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 = "Monotype Corsiva"           #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
#===================================================


The reason I didn't use your one, was because I didn't have the courage to download it.
I'm afraid of virus, and those upload sites seems a little... riscy...

But enough of that:
Thanks for helping me!
Hope you can find the problem.
Title: AMS Problem
Post by: doggen on January 10, 2006, 09:35:24 AM
Erhm... :roll:
Title: AMS Problem
Post by: Season In The Abyss on January 12, 2006, 05:41:10 PM
Sorry for make you wait  :whoa:

#=========================================
# â–¼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base

def initialize(x, y, designate_text, color=0)
# added by Slipknot  
dumb = Bitmap.new 128, 32
width dumb.contents.text_size(designate_text).width

super(x-16, y-16, 32 + width, 56)
# end
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
#==========================================
# â–² CLASS Air_Text  Ends
#==========================================
Title: AMS Problem
Post by: doggen on January 14, 2006, 09:23:37 AM
Ha ha, No problem!

Better late then never (or how you say it...)

Anyway, THANK YOU SOOO MUCH!!!!!! :D  :D

Btw, am I supposed to switch this thing you gave me with the already existing thingie?

And thanks again!

EDIT: Crap :(
When I tested it I got this error:

?????'AMS'?1016???NoMethodError ????????

undefined method 'contents' for #<Bitmap:0x47eed80>

Do you have any idea of what the problem could be?
Title: AMS Problem
Post by: Dalton on January 14, 2006, 04:10:21 PM
Quote from: Season In The AbyssIn my AMS i fix that.
Is easy but you need post the script.

Actually that is untrue, I put up the font size one notch with your AMS and I had that problem.
Title: AMS Problem
Post by: Season In The Abyss on January 15, 2006, 08:09:12 PM
Try now.

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

def initialize(x, y, designate_text, color=0)
# added by Slipknot  
dumb = Bitmap.new 128, 32

dumb.contents.font.name = $ams.name_font_type
dumb.contents.font.size = $ams.name_font_size

width = dumb.contents.text_size(designate_text).width

super(x-16, y-16, 32 + width, 56)
# end
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
#==========================================
Title: AMS Problem
Post by: dwarra on January 15, 2006, 10:16:56 PM
I say just use the slipknot one, i think its much better  :|
Title: AMS Problem
Post by: doggen on January 16, 2006, 04:27:26 PM
... :(

It didn't work...
I got this error:

?????'AMS'? 1017 ??? NoMethodError ????????

undefined method 'contents' for #<Bitmap:0x476e240>

Well, thanks for trying anyway.

But, if you don't want to fix around with this script, you could perhaps
just give me the instructions for your script, and then I could use that.
'Cause that's the reason I'm not using your script:
I don't have the instructions.
Title: AMS Problem
Post by: Season In The Abyss on January 17, 2006, 04:34:47 PM
If that don't work you, is because you have modied the Bitmap class.
Title: AMS Problem
Post by: doggen on January 17, 2006, 07:05:20 PM
Ummm...
I'm really no scripter... :(
So...what does that mean? :)

EDIT: I have finally downloaded your demo(  :D  ), but when I had
put in the script I got this error:

????? 'AMS' ? 436 ??? TypeError ????????

no implict conversion from nil to integer

Can you please help me again? :^^:
Title: AMS Problem
Post by: Zeriab on January 17, 2006, 07:43:16 PM
The error message means:
There's no method called 'contents' in the Bitmap class.

I think would be wierd if you have changed the Bitmap class as I thought it was a protected class (ie. you can't change it).

Anyway I removed contents in dumb.contents.something as the contents method is generally used in the Window class but not in the Bitmap class (correct me if I am wrong)

So, try this:
#=========================================
# â–¼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base

def initialize(x, y, designate_text, color=0)
# added by Slipknot  
dumb = Bitmap.new 128, 32

dumb.font.name = $ams.name_font_type
dumb.font.size = $ams.name_font_size

width = dumb.text_size(designate_text).width

super(x-16, y-16, 32 + width, 56)
# end
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
#==========================================
# â–² CLASS Air_Text  Ends
#==========================================
Title: AMS Problem
Post by: doggen on January 17, 2006, 08:30:39 PM
Thanks. :)

The script-editing-thingie you gave worked without an error occuring,
BUT, the main problem was still there... :cry:  
You know, the outline thingie...

But of course, thanks anyway!
Title: AMS Problem
Post by: Zeriab on January 17, 2006, 08:53:17 PM
I know about the outline thingie. It immediately look big and scary...
Nevertheless try fiddling around with the line:
width = dumb.text_size(designate_text).width

try adding a number like this:
width = dumb.text_size(designate_text).width + 7

I really doubt that + 7 would work, but try different values.
It's most like not the best solution, but try it anyways.
I can think of nothing else right, I'm tired so I'll take a nap. (Just look at all the shortenings I'm using right now)
Title: AMS Problem
Post by: doggen on January 18, 2006, 02:57:23 PM
Alright I will! :D

Thank you so much!

EDIT: I tried it, but nothing happened... :cry:

Thanks anyway though!
Title: AMS Problem
Post by: LinkaN on January 18, 2006, 05:36:28 PM
Emm why dont you drop dubealexs and use the Slipknots?
Title: AMS Problem
Post by: doggen on January 18, 2006, 06:54:23 PM
Ehrm...
Because, as I mentioned before, it didn't work. :(
Title: AMS Problem
Post by: Season In The Abyss on January 19, 2006, 08:44:46 PM
Yes, I do something stupid, I was calling Bitmap.Bitmap.  :whoa:
Title: AMS Problem
Post by: doggen on January 20, 2006, 06:42:14 PM
Al-right...

So what does that mean...? :oops:
Title: AMS Problem
Post by: Zeriab on January 20, 2006, 06:46:35 PM
You could say that SITA tried to call not a picture, but the a picture in another picture.
The effect of this is just the game crashing.
Title: AMS Problem
Post by: doggen on January 20, 2006, 06:49:12 PM
Oh, I think I understand.

But how do I (or someone else for that matter :^^: )
fix it?

Thanks in advance.