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RMRK RPG Maker Creation => XP => XP Scripts Database => Topic started by: Season In The Abyss on December 03, 2005, 06:21:07 PM

Title: Slipknot Message System
Post by: Season In The Abyss on December 03, 2005, 06:21:07 PM
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=f4a76fb3db1c60cb4c84510a091ece4e6281fd2a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F3916%2Fskamsss15rc.png&hash=e28c16ca0665af868d4ca4f04af43f5c02c50a95)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F1882%2Fskamsss29lg.png&hash=78d2cd0766b243cf2d66280746e8201b49b0d84e)

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg323.imageshack.us%2Fimg323%2F656%2Fmessagepics7ne.png&hash=c462fe2ff0c1b63a10c7af33ddd44098fd2bcbbe)

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]

Code: [Select]
#-----------------------------------------------------------------
# ? 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
#-----------------------------------------------------------------
Title: SlipKnot Message System
Post by: Rikkuholic on December 03, 2005, 08:14:02 PM
THATS...........ONE.........NICE...........SCRIPT! IT MIGHT EVEN BEAT DUBEALEX'S, BUT ARE THE SAME COMMANDS AVAILIBLE???
Title: SlipKnot Message System
Post by: Season In The Abyss on December 05, 2005, 08:19:48 PM
Not all, but in the Demo all are showed.
Title: SlipKnot Message System
Post by: haloOfTheSun on December 05, 2005, 08:43:16 PM
That's a great script. I think I'll use it. So you created this?
Title: SlipKnot Message System
Post by: Season In The Abyss on December 05, 2005, 08:48:50 PM
Yes, you can see that in other three forums, is made by me (Slipknot)
Title: SlipKnot Message System
Post by: Sasame Kiryu on December 06, 2005, 06:45:32 PM
HOLY CRAP!!!!!!! That's a nice script!! Kudos on the nice script buddy!!
Title: SlipKnot Message System
Post by: blueXx on December 06, 2005, 07:03:09 PM
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
Title: SlipKnot Message System
Post by: Sasame Kiryu on December 06, 2005, 07:06:55 PM
Sorry if this is a stupid question, but what script do I edit with the code?
Title: SlipKnot Message System
Post by: blueXx on December 06, 2005, 08:24:12 PM
Window_Message for as far as i can tell
Title: SlipKnot Message System
Post by: dwarra on December 06, 2005, 09:04:27 PM
Quote from: blueXx
Window_Message for as far as i can tell


Nope, you make a new script  :D
Title: SlipKnot Message System
Post by: blueXx on December 06, 2005, 09:20:17 PM
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
Title: SlipKnot Message System
Post by: dwarra on December 06, 2005, 09:42:40 PM
Quote from: blueXx
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


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...
Title: SlipKnot Message System
Post by: Tsunokiette on December 06, 2005, 10:05:25 PM
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
Title: SlipKnot Message System
Post by: haloOfTheSun on December 06, 2005, 10:06:36 PM
Thank you Tsuno for clearing that up.
Title: SlipKnot Message System
Post by: blueXx on December 06, 2005, 10:29:59 PM
: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

Quote
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

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

Quote
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

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.
Title: SlipKnot Message System
Post by: Tsunokiette on December 06, 2005, 10:40:13 PM
Editing means to change a part of, yet leave some of it intact, so no, replacing is not a type of editing.
Title: SlipKnot Message System
Post by: blueXx on December 06, 2005, 10:43:37 PM
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?
Title: SlipKnot Message System
Post by: dwarra on December 06, 2005, 10:46:01 PM
Quote from: blueXx
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?


I dont say lock, people still want too comment this awesome script, i say shut up to put it quickly  :P
Title: SlipKnot Message System
Post by: Captain Callahan on December 06, 2005, 11:30:43 PM
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.
Title: SlipKnot Message System
Post by: blueXx on December 07, 2005, 08:16:22 AM
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*
Title: SlipKnot Message System
Post by: Season In The Abyss on December 07, 2005, 11:31:53 PM
Only paste it below the orginal Window_Message and above the Mains ection.
And thanks! :roll:
Title: SlipKnot Message System
Post by: LinkaN on December 08, 2005, 09:57:29 AM
I really want this script. I j
Title: SlipKnot Message System
Post by: Season In The Abyss on December 08, 2005, 05:47:19 PM
Uhn, you're double posting with the same post?
Only paste the script before main in the Script editor, What is the problem?
Title: SlipKnot Message System
Post by: Neko on December 09, 2005, 06:18:35 PM
How do you make it do a certain one only?
Title: SlipKnot Message System
Post by: Season In The Abyss on December 09, 2005, 08:00:20 PM
Quote from: Neko
How do you make it do a certain one only?
What do you mean? :O_o:
Title: Message
Post by: 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]
Title: SlipKnot Message System
Post by: Neko on December 10, 2005, 03:44:41 PM
Quote from: Season In The Abyss
Quote from: Neko
How 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?
Title: Re: Message
Post by: Tsunokiette on December 10, 2005, 05:34:04 PM
Quote from: LinkaN
I 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:
Title: SlipKnot Message System
Post by: dwarra on December 11, 2005, 10:23:25 PM
Amazing script, moving to scripts database  :D
Title: Re: SlipKnot Message System
Post by: HolyHellstrike on April 13, 2006, 07:01:57 PM
Quote from: Season In The Abyss
Quote from: Neko
How 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
Title: Re: SlipKnot Message System
Post by: thingy on September 23, 2006, 03:08:32 PM
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
Title: Re: SlipKnot Message System
Post by: Mirak on October 12, 2006, 12:36:59 AM
Um, i still can't make the name of the character appear, HELP?
Title: Re: SlipKnot Message System
Post by: Nightwolf on October 12, 2006, 09:19:01 AM
/ or \Name[TYPE NAME HERE]
reinster script.
Title: Re: SlipKnot Message System
Post by: Mirak on October 13, 2006, 12:35:27 AM
I dont get it, where should i put that? Man i hate myself!
Title: Re: SlipKnot Message System
Post by: Oni Link on October 26, 2006, 03:46:33 AM
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?!?!?!?!?   :'(
Title: Re: SlipKnot Message System
Post by: Nightwolf on October 26, 2006, 04:19:29 AM
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..
Title: Re: SlipKnot Message System
Post by: Oni Link on October 26, 2006, 04:31:22 AM
Now all I'm getting is empty text boxes... :'(
Title: Re: SlipKnot Message System
Post by: Nightwolf on October 26, 2006, 04:35:31 AM
did you write somethingz/
Title: Re: SlipKnot Message System
Post by: Oni Link on October 26, 2006, 04:42:26 AM
Yeah, I have messages and stuff, it's just showing all up as empty text boxes.
Title: Re: SlipKnot Message System
Post by: Nightwolf on October 26, 2006, 04:47:36 AM
you put it above main and copied the real window message...with the appropriate title..
which is this-

Code: [Select]
#==============================================================================
# ? 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
Title: Re: SlipKnot Message System
Post by: Oni Link on October 26, 2006, 04:56:54 AM
Yep, and still, empty text boxes.
Title: Re: SlipKnot Message System
Post by: Nightwolf on October 26, 2006, 05:02:00 AM
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)
Title: Re: SlipKnot Message System
Post by: Oni Link on October 26, 2006, 05:13:22 AM
Still empty text boxes. I downloaded the new demo, and I'm still getting empty text boxes...
Title: Re: SlipKnot Message System
Post by: Nightwolf on October 26, 2006, 05:16:05 AM
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..
Title: Re: SlipKnot Message System
Post by: 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.
Title: Re: SlipKnot Message System
Post by: Nightwolf on October 26, 2006, 05:27:35 AM
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
Title: Re: SlipKnot Message System
Post by: Oni Link on October 26, 2006, 05:29:46 AM
I erased that and just put, Hello, and I'm still getting blank message boxes.
Title: Re: SlipKnot Message System
Post by: Nightwolf on October 26, 2006, 05:33:42 AM
In the new one?

OMG reinstall rpg maker xp..
reinstall the exe file

This is serious.....
#_#
Title: Re: SlipKnot Message System
Post by: Oni Link on October 26, 2006, 05:38:36 AM
You sure? It worked just fine without the script, but messed up with it...
Title: Re: SlipKnot Message System
Post by: Blizzard on October 26, 2006, 01:10:16 PM
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 \
Title: Re: SlipKnot Message System
Post by: Nightwolf on October 26, 2006, 01:14:51 PM
Dont tell me i didnt tell him cuz i told him ...@_@
Title: Re: SlipKnot Message System
Post by: Blizzard on October 26, 2006, 01:22:21 PM
Oops, sorry haven't seen it. I'm kinda in a hurry...
Title: Re: SlipKnot Message System
Post by: Arrow on October 27, 2006, 03:33:56 PM
I would say that this topic needs a sticky.
Title: Re: SlipKnot Message System
Post by: lamegamefixer on October 29, 2006, 01:21:12 PM
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.
Title: Re: SlipKnot Message System
Post by: thingy on October 29, 2006, 02:27:26 PM
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.
Title: Re: SlipKnot Message System
Post by: lamegamefixer on October 29, 2006, 02:34:12 PM
Then how did I just download it? T_T  Its an exe file, but still unzippable.
Title: Re: SlipKnot Message System
Post by: tdogg427 on November 14, 2006, 11:30:41 PM
I can't download the demo on the count of AOL
Title: Re: SlipKnot Message System
Post by: Blizzard on November 15, 2006, 11:48:32 AM
I will add a download attachment to his first post to stop this confusement.
Title: Re: SlipKnot Message System
Post by: anhhuy28 on December 02, 2006, 12:45:52 AM
how do i put the picture in my textbox in the event thing, sorry if this is such a noobish question.  ::)
Title: Re: SlipKnot Message System
Post by: Falcon on December 02, 2006, 02:17:24 AM
Try \f[FACENAMEGOHERE!!!!!] or \face[FACENAMEGOHERE!!!!]

If that doesn't work just go to hbgames.org or dubalex.com and get an AMS there.
Title: Re: SlipKnot Message System
Post by: anhhuy28 on December 02, 2006, 03:51:40 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcharas-project.net%2Fresources_download.php%3Fid%3D30637%26amp%3Bfile%3Dresources%252FFacesets%25&hash=896736dc7c77d52a920106a52742c3a515ffdc8e)

what if they are in one big box, like this?
Title: Re: SlipKnot Message System
Post by: Season In The Abyss on December 05, 2006, 06:21:24 PM
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
Title: Re: SlipKnot Message System
Post by: Yoram on January 19, 2007, 12:59:09 PM
=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
Title: Re: SlipKnot Message System
Post by: 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?
Title: Re: SlipKnot Message System
Post by: :) on January 22, 2007, 01:43:31 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
Title: Re: SlipKnot Message System
Post by: LiLTreLL1217 on January 22, 2007, 01:47:01 AM
i will tomorrow
Title: Re: SlipKnot Message System
Post by: Darico on January 22, 2007, 04:13:11 PM
no dont its got a million errors -.-
Title: Re: SlipKnot Message System
Post by: pliio8 on February 07, 2007, 02:54:17 AM
Uhh...using the letter "J" crashes the game...
Title: Re: SlipKnot Message System
Post by: Atracious on February 27, 2007, 05:05:53 AM
for some reason, IT DOESN'T WORK IN MY GAME! i try to do just plain display text and nothing :( WHY?
Title: Re: Message
Post by: Atracious on February 27, 2007, 06:38:11 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?
Title: Re: Message
Post by: Irock on February 27, 2007, 06:44:46 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
Title: Re: SlipKnot Message System
Post by: Atracious on February 28, 2007, 06:57:22 PM
I posted some screens in the last post here: http://rmrk.net/index.php/topic,13216.0.html
Title: Re: SlipKnot Message System
Post by: Season In The Abyss on February 28, 2007, 10:42:02 PM
@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)
Code: [Select]
Font.default_name = 'Tahoma'



and use "Letter by Letter Message Window" instead!!!
Title: Re: SlipKnot Message System
Post by: Atracious on March 01, 2007, 01:00:59 AM
k, i put it in:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F3827%2Fdiditim2.png&hash=c08515936ef772b98b497af4fa84a8cd8d561ab2)

and use "Letter by Letter Message Window" instead!!!
what is that?
Title: Re: SlipKnot Message System
Post by: Season In The Abyss on March 01, 2007, 03:40:11 AM
http://rmrk.net/index.php/topic,7035.0.html (http://rmrk.net/index.php/topic,7035.0.html)
Title: Re: SlipKnot Message System
Post by: deadlydeviant on April 28, 2007, 03:11:02 PM
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
Title: Re: Slipknot Message System
Post by: arisen on May 11, 2007, 12:38:49 AM
Is there a way where the letter J doesnt crash the game when useing this script?
Title: Re: Slipknot Message System
Post by: Kokowam on May 11, 2007, 12:40:22 AM
That's mostly because you're using PK (I think).
Title: Re: Slipknot Message System
Post by: arisen on May 11, 2007, 12:42:28 AM
Nope the US legal version. Only done it when i used the script.
Title: Re: Slipknot Message System
Post by: Kokowam on May 11, 2007, 12:43:15 AM
That's weird... It shouldn't happen... It's most definitely not the script, though. That's just weird...
Title: Re: SlipKnot Message System
Post by: arisen on May 11, 2007, 12:47:13 AM
Uhh...using the letter "J" crashes the game...

Not the only one
Title: Re: Slipknot Message System
Post by: Kokowam on May 11, 2007, 12:48:47 AM
Sorry, I can't help you with that problem ;9 You'd need someone of expertise in that area.
Title: Re: Slipknot Message System
Post by: arisen on May 11, 2007, 01:08:07 AM
Edit: Nvm still a problem.
Title: Re: Slipknot Message System
Post by: modern algebra on May 11, 2007, 02:56:03 AM
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.
Title: Re: Slipknot Message System
Post by: arisen on May 11, 2007, 04:04:21 AM
Both do the same and only while useing the scripts.
Title: Re: Slipknot Message System
Post by: modern algebra on May 11, 2007, 03:07:52 PM
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?
Title: Re: Slipknot Message System
Post by: arisen on May 12, 2007, 08:44:43 PM
thats what i did...
No matter how many times i download it, it still does it...
Title: Re: Slipknot Message System
Post by: modern algebra on May 12, 2007, 09:02:52 PM
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?
Title: Re: Slipknot Message System
Post by: arisen on May 12, 2007, 11:20:53 PM
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.
Title: Re: Slipknot Message System
Post by: modern algebra on May 12, 2007, 11:28:04 PM
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=262e51749ff8cd6b9ac27659574bc16fd2588463)
Title: Re: Slipknot Message System
Post by: arisen on May 13, 2007, 03:08:44 AM
please read up before accuseing...
Title: Re: Slipknot Message System
Post by: modern algebra on May 13, 2007, 03:15:48 AM
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)
Title: Re: Slipknot Message System
Post by: Season In The Abyss on May 14, 2007, 01:18:40 AM
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
Code: [Select]
if user == 'arisen' and text.include('J')
  crash_game
end
Title: Re: Slipknot Message System
Post by: modern algebra on May 14, 2007, 01:23:34 AM

Code: [Select]
if user == 'arisen' and text.include('J')
  crash_game
end

lol  ;D
Title: Re: Slipknot Message System
Post by: arisen on May 15, 2007, 02:46:41 PM
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.
Title: Re: Slipknot Message System
Post by: Bewaffled1 on May 26, 2007, 10:25:37 AM
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.
Title: Re: Slipknot Message System
Post by: Season In The Abyss on May 29, 2007, 04:52:03 AM
Messages don't appear above you unless you use \p
Title: Re: Slipknot Message System
Post by: DMesterWoW on March 12, 2008, 04:14:53 PM
Canth find the file on Rapidshire, maybe you can upload again?
Title: Re: Slipknot Message System
Post by: Kumaru on June 11, 2008, 02:26:11 AM
ok big issue. i can use the script but when i do the face thing. no text pops up.
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