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Making Windows Transparent

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pokeball HeZOffline
**
Rep: +0/-0Level 89
Sorry if it's already here somewhere but i can't find it, i have looked.

How can I make the message windows transparent? or change the colour of em?

Cheers for help :D

***
Rep:
Level 90
http://www.crankeye.com/forums/viewtopic.php?t=4330 Go there and install the script and do the demo. There is a way to do it in there I think.
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

pokeball HeZOffline
**
Rep: +0/-0Level 89
thanks that was cool, i got it and its made my life alot easier...but it don't make windows transparent...lol

***
Rep:
Level 90
are j00 serious? hmmm here...

Put this above main somwhere... Umm There is a tutorial on dubealex's site, but im not sure where XD Im kinda at school and that sites blocked =\ Sorry..

Code: [Select]
#=============================================================================
# â–  AMS - Advanced Message Script
#=============================================================================
# Dubealex
# Version 3
# 29.11.05
#=============================================================================
# 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
#=============================================================================

#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
SDK.log("AMS", "Dubealex", 3, "29.11.05")

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state("AMS") == true

  LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF          
 
  #===================================================
  # â–¼ 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
     
   def initialize
     
    @name_box_x_offset = 0       #Choose the X axis offset of the name bos. default= 0
    @name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
    @name_box_width = 8           #Choose the width of the Name Box. default= 8  
    @name_box_height = 26        #Choose the height of the Name Box. default= 26
   
    @font_type = "Tahoma"           #Choose the Font Name (Case Sensitive) for message box
    @name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
    @font_size = 22                      #Choose the default Font Size for message box text
    @name_font_size = 22            #Choose the deafault Font Size for Name Box text
    @name_box_text_color=0        #Choose the Text Color of the Name Box
    @message_box_text_color=0   #Choose the Text Color of the Message Box
   
    @message_box_opacity = 160            #Choose the opacity of the message window. Default=160
    @message_box_skin = "001-Blue01"   #Choose the WindowSkin for the Message Box
    @name_box_skin = "001-Blue01"       #Choose the WindowSkin for the Name Box
   
   end
  end
  #===================================================
  # â–² CLASS AMS Ends
  #===================================================
 
 
  #===================================================
  # â–¼ 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
 
   if @popchar >= 0
     events = $game_map.events
     if events != nil
       character = get_character(@popchar)
       x = [[character.screen_x -  0 - self.width / 2, 4].max, 636 - self.width].min
       y = [[character.screen_y - 48 - 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 $game_system.message_position
       when 0  
         self.y = 16
       when 1  
         self.y = 160
       when 2  
         self.y = 304
       end
       self.x = 80
       if @face_file == nil
         self.width = 480
       else
         self.width = 600
         self.x -= 60
       end
       self.height = 160
     end
   end
   self.contents = Bitmap.new(self.width - 32, self.height - 32)
   self.contents.font.color = text_color($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
  #=========================================
  # â–² CLASS Window_Message Ends
  #=========================================
 
 
  #=========================================
  # â–¼ 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
  #=========================================
  # â–² CLASS Window_Frame Ends
  #=========================================
 
 
  #=========================================
  # â–¼ 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
  #=========================================
  # â–² CLASS Game_Map Additional Code Ends
  #=========================================
 
 
  #=========================================
  # â–¼ 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
  #=========================================
  # â–² CLASS Scene_Title Additional Code Ends
  #=========================================
 
  #===================================================
  # â–¼ CLASS Scene_Save Additional Code Begins
  #===================================================
  class Scene_Save
 
  alias alex_ams_write_data write_data
 
    def write_data(file)
      alex_ams_write_data(file)
      Marshal.dump($ams, file)
    end
   
  end  
  #===================================================
  # â–² CLASS Scene_Save Additional Code Ends
  #===================================================
 
 
  #===================================================
  # â–¼ CLASS Scene_Load Additional Code Begins
  #===================================================
  class Scene_Load
 
  alias alex_ams_read_data read_data
 
    def read_data(file)
      alex_ams_read_data(file)
      $ams      = Marshal.load(file)
    end
   
  end  
  #===================================================
  # â–² CLASS Scene_Load Additional Code Ends
  #===================================================
 
  #===================================================
  # â–¼ 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
  #=========================================
  # â–² CLASS Window_Base Additional Code Ends
  #=========================================
 
 
  #=========================================
  # â–¼ 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
  #==========================================
  # â–² CLASS Air_Text  Ends
  #==========================================
 
  #===================================================
  # â–¼ CLASS Game_System Additional Code Begins
  #===================================================
  class Game_System
   
    alias alex_ams_game_system_initialize initialize
   
    def initialize
      alex_ams_game_system_initialize
      @message_position = 0 #Choose the Y axis offset of the msg box. default= 2
    end
   
  end
  #===================================================
  # â–² CLASS Game_System Additional Code Ends
  #===================================================

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

pokeball HeZOffline
**
Rep: +0/-0Level 89
ok i have a huge problem with that slipknot skript, i get an error saying:

????? 'SlipKnot Message System' ? 436 ??? TypeError ????????

no implicit conversionm from nil to integer


i copied the script from the actualy demo....and i got no idea about the scripts so i havent got a clue whats going on :S lol anyone help me out here?

******
Rep:
Level 91
...
one word: noobs.

why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why why would any of you think even for a sec that for making the stupid window trans or recoloring it you need a script?

you can a. use the freaking "message display option button" choose no window and get a trans window- just letters

and if you want anything else at all.. CHANGE THE FREAKING SKIN

there is a button for it, and you can even do it in the database... -.-

STOP SUGGESTING OR ASKING FOR SCRIPTS FOR STUPID QUESTIONS
holy shit my sig was big!

pokeball HeZOffline
**
Rep: +0/-0Level 89
Well if you actualy read what i posted, I didn't request a sript, I only asked how it was done, I am a noob in that respect.

LEARN TO READ BLUE!!!

******
Rep:
Level 91
i didn't mean you, i meant those guys...
you are ok, you asked, they are the little "omg script script scriptttt" weirdos -.-
that's why i said "suggesting" before "asking". cause people always ask for scripts so i just had to add asking, but suggesting the usage of scripts for that.. it's just... >>

bah edit: it's not they, it's only neko .. correction: "one word : NOOB"

and that guy dares to call himself "the new blue" and dares to say he is as good as me with events...  :roll:
holy shit my sig was big!

pokeball HeZOffline
**
Rep: +0/-0Level 89
I only ever use events....not because im good with it...but because i cant do scripts :P lol, i aint used RPGM for ages :( so i forgot how to do almost everythin  :O_o: which sucks lol :P

***
Rep:
Level 89
i will strongly agree with u blue, why need a script for that, why need events, WHY THE F*UCKED NEED IT, import, then change useing the database, im at school writing this, so im p*ssed off
Badass, and a do'er not a thinker

*
Resident Cloud
Rep:
Level 91
gesh


newbie: is new to the whole game making thing
noob: anyoing person who spams flames double posts

******
Rep:
Level 91
correction:
newbie: a new guy that doesn't know his way around (like hez)
noob: someone who has been using game X or program X or doing thing X for long enough to step out of the newbie period but still doesn't know the basics
(like a too big amount of rm users here)

he who flame spam double post is an attention grabber, more often than not they are pitiful excuses for lousy people, some times they just pwn so bad they can afford it, and some times they have nothing to do with the thing at all and they are simply bored.

so before you explain stuff, comment stuff, talk at all, ask yourself one question:
"am i an idiot?"
if the answer is yes, don't post
if the answer is no, the way the world looks now, there is a big chance you actually are, so don't post anyways  :^^:

god it's fun being mean  :twisted:
holy shit my sig was big!

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
-_-

@window_name.opacity = 100
@window_name.back_opacity = 100
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."