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(RESOLVED) Phone style custom menu

0 Members and 2 Guests are viewing this topic.

****
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Hey guys I found a video of a Iphone script.(http://www.youtube.com/watch?v=6a74BSs_C-Y) But of course it's gone :(. Then I had an idea if some one could make a script that did the same thing but it could be used as a menu. For example you could use icons for different things and what to say under, similar to a typical menu and have the back in the picture folder. I need some one to help me modify the script to be used as a menu.  I want to keep the messaging, calender, and ipod. But still include the basic menu options. And just in case make it possible to add menu options without to much work. Please I really need this. I attached the script and I have the graphics. I also attached a version some one tried to make a menu but failed. I may have confused people the modded version is the the menu system that the guy failed at.
« Last Edit: July 21, 2011, 12:54:31 AM by DoctorTodd »

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Monster Hunter
« Last Edit: July 10, 2011, 12:54:56 AM by Mitsarugi »

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Thank you so much but... I get an error on line 166. The line reads @level=nil, when i try to start the game it says 166 syntax error. Does any one know how to fix it? Sadly the menu phone is some one asking for help on a non-completed script  :(. So I'm keeping the topic as request. Can some one make it a menu for me? I want to keep the messaging, calender, and ipod. But still include the basic menu options. And just in case make it possible to add menu options without to much work. (I do know how to add menu options).
« Last Edit: July 10, 2011, 04:27:20 AM by DoctorTodd »

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Thank you so much but... I get an error on line 166. The line reads @level=nil, when i try to start the game it says 166 syntax error. Does any one know how to fix it? Sadly the menu phone is some one asking for help on a non-completed script  :(. So I'm keeping the topic as request. Can some one make it a menu for me? I want to keep the messaging, calender, and ipod. But still include the basic menu options. And just in case make it possible to add menu options without to much work. (I do know how to add menu options).
did you see the demo?

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Yes sadly the demo is not the menu. It's the original version where you open it from the menu and is lacking the basic menu buttons. Also if any is going to make it I wont have much trouble with the icons.
« Last Edit: July 10, 2011, 03:09:50 PM by DoctorTodd »

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Come on, can some one please help me with this! I really need this! All I need is the Ipod script converted into a menu. I want to keep the messaging, calender, and ipod. But still include the basic menu options. And just in case make it possible to add menu options without to much work. (I do know how to add menu options).  ;D

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BUMP Please i really need this! Does any one have the time to make it a menu system? :shoop:

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****
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BUMP Can some one please do this for me, I need this really bad. Can some one make it a menu for me? I want to keep the messaging, calender, and ipod. But still include the basic menu options. And just in case make it possible to add menu options without to much work. I already have the graphics, I just need the script modified to be used as a menu.
:shoop:

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Hey... my name's... Sashikinaroji...
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Level 83
fear me...
it would help if, Idk... You included everything we needed in order to debug it in the game...

For example, this fone you speak of, I can't find a replacement for it, and I'm more of a physical debugger, not one who can debug a code from textual form.
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

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Well ,I get this error upon start up. This is what the line reads (@level=nil)
 :shoop:

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Hey... my name's... Sashikinaroji...
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fear me...
the problem with that is that the scripter forgot to use end parenthesis for cool.png (or something like that) and so it gives an error on the following line... And he did it each time he uses that pic, which is a lot.
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

****
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Thanks I will try to fix it. If the script is to messed up then It would be better if some one modded the original version.  I looked around and he did end it with parenthesis, so I have no idea whats wrong with it. Once again if any one has the time, could you mod the original version, I posted the details several times.
:shoop:
« Last Edit: July 15, 2011, 05:54:39 PM by DoctorTodd »

****
Hey... my name's... Sashikinaroji...
Rep:
Level 83
fear me...
I looked around and he did end it with parenthesis, so I have no idea whats wrong with it.

If that isn't the problem, that means that you've already modded the script. Send me either the exact version of the script that you have in your game, or the game in and of itself (so I can also debug it) you can make an alt version where you delete all non-related maps if you so choose, as long as the scripts and any images are included correctly.
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

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I already posted it but here it is again.

****
Hey... my name's... Sashikinaroji...
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fear me...
and, if you go down to one line before the error line, you will find a missing parenthesis.


So, either you just ignored me when I said the latest version, or you didn't look at what I told you to and lied to me when I asked.

Are you familiar with the phrase, don't piss on my back and tell me it's raining?  :mad:
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

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I didn't ignore what you were saying, I looked below the error line and I don't understand what you are talking about there's no were to put end parenthesis. I not a scripter and no very little about ruby.

****
Hey... my name's... Sashikinaroji...
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fear me...
I looked below the error line and I don't understand what you are talking about

ugh... So, rather, it's that you didn't read what I said even close to correctly. I told you that, because the parenthesis was missing, it caused the following line to have an error.

This is because a new line is introduced before the last line is finished.

So, if the error is showing at line 167, the missing parenthesis is on 166
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

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my name is Timothy what's yours
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Hello
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To be exact, you can have parenthesis going over one line, but only if it's supposed to and is ended somewhere.
it's like a metaphor or something i don't know

****
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Level 71
Thanks, I added the parenthesis. So now I can actually start my game without an error, sadly not even one second after opening the menu, I get an error on 166, were I added end parenthesis.
 :shoop:

****
Hey... my name's... Sashikinaroji...
Rep:
Level 83
fear me...
which is why I asked you to send it to me... Regardless, I have fixed it for you. The only reason now you would get an error message is if another script is interfering with it's work directly.

Code: [Select]
################################################################
#############
#==================================================================#
# Name: Phone System 0.1BETA
# By: Necrozard
# Date: 19/07/08
#==================================================================#
#==================================================================#
# Description:
# The Phone allows you to receive SMS (Messages) from NPC when and where you want, just
# doing it in a easy way with "Call script".
# You can also Delete this messages, because in this version, the Message Box has a limit
# of 10 Messages. If you have the Message Box full, a notification will notice you what is
# happening until you delete a message.
#==================================================================#
# User Guide:
# All the commands next, have to be written in Call script.
#
# Allow the player open the Phone (Set the option in the Menu):
# Mod::ADD_MENU_OPTION = true/false
#
# Send a SMS (Message) to the player:
# Phone_Msg.new(title,autor,message)
#
# Open the phone In-Game:
# $scene = Phone.new
#
# Set the phone On-line (Common) or Off-line (You cant receive any message, for example
# in caves):
# $phone_online = true/false
#
# Set a phone background In-Game:
# Mod::BACK_PATH="directory" (Where directory is the path to the image)
# It has to be 163x230 px.
#
#==================================================================#
# Modifications:
# You can modify certain things to make the phone different.
module Mod
# MAX_MSGS_IN_BOX
# Set here the max. messages you can have in your message box.
MAX_MSGS_IN_BOX=20

# MAX_TRACKS_IN_MUSICLIST
# Set here the max. messages you can have in your message box.
MAX_TRACKS_IN_MUSICLIST=20

# ICON_TITLES:
# Are the titles of each icon, in the main menu of the phone.
# Max. 8 letters per word.
ICON_TITLES=["SMS","Status","Eqipment","Skills",
"Items","Party","Save","Main Menu"]
# BACK_PATH
# Its the path to the background image.
# It has to be 163x230 px.
BACK_PATH="CellPhone/background.png"

# MSG_TITLE
# Its a word that will take part before the Message Title.
MSG_TITLE="Title"

# MSG_OPS
# Are the Message Options.
MSG_OPS=["Read","Delete"]

# SMS_TONE
# Here you can set the path to the Sound when you receive
# a Message..
SMS_TONE="Audio/SE/Chime2"

# MENU_OPTION_TITLE and ADD_MENU_OPTION
# With MENU_OPTION_TITLE, you can set the name of the
# option in the Menu. Only if ADD_MENU_OPTION its true.
# If its false, it won´t show itself.
MENU_OPTION_TITLE = "Phone"
ADD_MENU_OPTION = true
end

$messages=[]
$phone_online = true
$full_msgbox=false

class Scene_Menu < Scene_Base

def start

@level=0
@aux=0
@aux2=0
@aux3=0
@map = Spriteset_Map.new

@phone = Sprite.new
@phone.bitmap = Cache.system("CellPhone/phone.png")
@phone.x=150
@phone.y=20

@background = Sprite.new
@background.bitmap = Cache.system(Mod::BACK_PATH)
@background.x=188
@background.y=98

@cursor=0
@icons=[]
@msgbox_slots=[]
@msgbox_options_slots=[]
@aux_fullmsg=true
create_icons
end

def update
$game_map.update
@map.update
if @phone_new != nil
@phone_new.update
end

if @level==0
update_input_lvl0
update_icon_animation
end
if @level==1
update_input_lvl1
update_msgbox_cursor
end
if @level==2
update_input_lvl2
end
if @level==3
update_input_lvl3
end
if @level==4
update_input_lvl4
end
if @level==5
update_input_lvl5
update_ipod_cursor
end
if @level==6
update_input_lvl6
end
end

# ICONS - LVL 0 - MAIN MENU
def update_input_lvl0
if @aux_fullmsg==true
if Input.trigger?(Input::RIGHT) && @cursor <7
@cursor=@cursor+1
replace_icons
elsif (Input.trigger?(Input::DOWN)) && !(@cursor >= 4 && @cursor <=7)
@cursor=@cursor+4
replace_icons
elsif Input.trigger?(Input::DOWN) && (@cursor>=4 && @cursor <=7)
@cursor=@cursor
replace_icons
elsif Input.trigger?(Input::LEFT) && @cursor >0
@cursor=@cursor-1
replace_icons
elsif Input.trigger?(Input::UP) && !(@cursor>=0 && @cursor<=3)
@cursor=@cursor-4
replace_icons
elsif Input.trigger?(Input::UP) && (@cursor>=0 && @cursor<=3)
@cursor=@cursor
replace_icons
elsif Input.trigger?(Input::cool.gif)
@level=nil
@icons_base.contents.clear
@icons_base.dispose
for i in 0..7
@icons[i].bitmap.dispose
@icons[i]=nil
end
@phone.bitmap.dispose
@phone=nil
@background.bitmap.dispose
@background=nil
$scene=Scene_Map.new
elsif Input.trigger?(Input::C)

case @cursor
when 0
delete_icons
create_slots(0)
when 1 # status
delete_icons
when 2 # Eqipment
delete_icons
when 3 # Skill
delete_icons
when 4 # Item
delete_icons
when 5 # Party
delete_icons
$scene = Scene_Party.new(true, false)
when 6 # Save
delete_icons
$scene = Scene_File.new(true, false, false)
when 7 # Main Menu
delete_icons
$scene = Scene_End.new
end
end
else
if Input.trigger?(Input::C) || Input.trigger?(Input::cool.gif)
@full_msgbox_new_back.bitmap.dispose
@full_msgbox_new_back=nil
@aux_fullmsg=true
end
end
end




def create_icons
@level=0
@phone.bitmap = Cache.system("CellPhone/phone.png")
@background.bitmap = Cache.system(Mod::BACK_PATH)

if $full_msgbox==true
@aux_fullmsg=false
@full_msgbox_new_back = Sprite.new
@full_msgbox_new_back.bitmap = Cache.system("CellPhone/msgbox_full.png")
@full_msgbox_new_back.x=188
@full_msgbox_new_back.y=155
@full_msgbox_new_back.z=105
end

if @icons[0] != nil
for i in 0..7
@icons[i].bitmap.dispose

@icons[i]=nil
end
end

@icons_base = Window_Base.new(145,20,237,374)
@icons_base.opacity=0

@icons_base.contents.font.size=11
if $phone_online==true
@icons_base.contents.draw_text(30,43,60,20,"Status: ",0)
@icons_base.contents.font.color=@icons_base.text_color(3)
@icons_base.contents.draw_text(62,43,60,20,"Online",0)
else
@icons_base.contents.draw_text(30,43,60,20,"Status: ",0)
@icons_base.contents.font.color=@icons_base.knockout_color
@icons_base.contents.draw_text(62,43,60,20,"Offline",0)
end
@icons_base.contents.font.color=@icons_base.normal_color

a = 194
b = 110
c = 0
title_x=0
title_y=110
for i in 0..4
for j in 0..3
if(i==3 && j==3)
break
end
@icons[j+c] = Sprite.new
@icons[j+c].bitmap = Cache.system("CellPhone/"+(j+c).to_s+".png")
@icons[j+c].x = a
@icons[j+c].y = b
@icons_base.contents.draw_text(title_x,title_y,100,20,Mod::ICON_TITLES[j+c],1)
a=a+38
title_x=title_x+38
end
if(i==3 && j==3)
break
end
b=b+56
title_y=title_y+55
a=194
title_x=0
c=c+4
end
end

def delete_icons
for i in 0..7
@icons[i].bitmap.dispose

@icons[i]=nil
end
@icons_base.contents.clear
@icons_base.dispose
end

def update_icon_animation
if @icons[@cursor]!=nil
if(@aux>=0 && @aux<=5)
@icons[@cursor].y=@icons[@cursor].y-1
@aux=@aux+0.5
end
if(@aux>=5 &&@aux<=10)
@icons[@cursor].y=@icons[@cursor].y+1
@aux=@aux+0.5
end
if(@aux>=10)
@aux=0
end
end
end

def replace_icons
if @icons[0] != nil
a = 194
b = 110
c = 0
for i in 0..4
for j in 0..3
if(i==3 && j==3)
break
end
@icons[j+c].x = a
@icons[j+c].y = b
a=a+38
end
if(i==3 && j==3)
break
end
b=b+56
a=194
c=c+4
end
@aux=0
end
end


# SLOTS - LVL 1 - MSG BOX
def create_slots(cursor_index)

@slots_scroll=0

for i in 0+@slots_scroll..9+@slots_scroll
if ($messages[i]==nil && $messages[i+1]!=nil)
$messages[i]=$messages[i+1]
$messages[i+1]=nil
end
end

@aux3=0

if @msgbox_slots[0] !=nil
for i in 0+@slots_scroll..9+@slots_scroll
@msgbox_slots[i].bitmap.dispose
@msgbox_slots[i]=nil
end

@msgbox_base.contents.dispose
@msgbox_cursor_graphic.bitmap.dispose
@msgbox_title.bitmap.dispose
@msgbox_title2.bitmap.dispose
end

@msgbox_cursor=cursor_index

@msgbox_base = Window_Base.new(150,20,237,374)
@msgbox_base.opacity=0

aux=123
aux2=86
for i in 0+@slots_scroll..9+@slots_scroll
@msgbox_slots[i] = Sprite.new
@msgbox_slots[i].bitmap = Cache.system("CellPhone/msgbox_slot.png")
@msgbox_slots[i].x=188
@msgbox_slots[i].y=aux
@msgbox_slots[i].z=3
n=i+1
if $messages[i] != nil
@msgbox_base.contents.font.size=12
@msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "+Mod::MSG_TITLE+": "+$messages[i][0]),0)
else
@msgbox_base.contents.font.size=12
@msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "),0)
end
aux=aux+19
aux2=aux2+19
end

@msgbox_arrow_down=Sprite.new
@msgbox_arrow_down.bitmap = Cache.system("CellPhone/arrow_down.png")
@msgbox_arrow_down.x = @msgbox_slots[9].x+74
@msgbox_arrow_down.y = @msgbox_slots[9].y+10
@msgbox_arrow_down.z = 100

@msgbox_arrow_up=Sprite.new
@msgbox_arrow_up.bitmap = Cache.system("CellPhone/arrow_up.png")
@msgbox_arrow_up.x = @msgbox_slots[0].x+74
@msgbox_arrow_up.y = @msgbox_slots[0].y-10
@msgbox_arrow_up.z = 100
@msgbox_arrow_up.opacity=0

@msgbox_cursor_graphic=Sprite.new
@msgbox_cursor_graphic.bitmap = Cache.system("CellPhone/msgbox_cursor.png")
@msgbox_cursor_graphic.x = @msgbox_slots[0].x
@msgbox_cursor_graphic.y = @msgbox_slots[0].y
@msgbox_cursor_graphic.z = 4

@msgbox_title=Sprite.new
@msgbox_title.bitmap = Cache.system("CellPhone/msgbox_title.png")
@msgbox_title.x=188
@msgbox_title.y=83
@msgbox_title.z=4

@msgbox_title2=Sprite.new
@msgbox_title2.bitmap = Cache.system("CellPhone/msgbox_title2.png")
@msgbox_title2.x=188
@msgbox_title2.y=313
@msgbox_title2.z=4

@level=1
end

def replace_slots
aux2=86
@msgbox_base.contents.clear
for i in 0+@slots_scroll..9+@slots_scroll
n=i+1
if $messages[i] != nil
@msgbox_base.contents.font.size=12
@msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "+Mod::MSG_TITLE+": "+$messages[i][0]),0)
else
@msgbox_base.contents.font.size=12
@msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "),0)
end
aux2=aux2+19
end
end

def update_msgbox_cursor
if @msgbox_slots[@msgbox_cursor-@slots_scroll] != nil
@msgbox_cursor_graphic.y = @msgbox_slots[@msgbox_cursor-@slots_scroll].y
end
end

def update_arrow_animation
if(@aux>=0 && @aux<=5)
@msgbox_arrow_down.y=@msgbox_arrow_down.y-1
@msgbox_arrow_up.y=@msgbox_arrow_up.y-1
@aux=@aux+0.5
end
if(@aux>=5 &&@aux<=10)
@msgbox_arrow_down.y=@msgbox_arrow_down.y+1
@msgbox_arrow_up.y=@msgbox_arrow_up.y+1
@aux=@aux+0.5
end
if(@aux>=10)
@aux=0
end
end
end

def update_input_lvl1
update_arrow_animation

if @msgbox_cursor==Mod::MAX_MSGS_IN_BOX-1
already=true
end

if @msgbox_cursor==0
already=false
end


if @msgbox_cursor < (9-@slots_scroll)
@msgbox_arrow_down.opacity=255
else
if already==true
@msgbox_arrow_down.opacity=0
end
end

if @msgbox_cursor > (9-@slots_scroll)
@msgbox_arrow_up.opacity=255
else
if already==false
@msgbox_arrow_up.opacity=0
end
end

if Input.trigger?(Input::DOWN) && @msgbox_cursor<Mod::MAX_MSGS_IN_BOX-1
@msgbox_cursor=@msgbox_cursor+1
if @msgbox_cursor_graphic.y == @msgbox_slots[9].y
@slots_scroll = @slots_scroll + 1
replace_slots
end

end

if Input.trigger?(Input::UP) && @msgbox_cursor>0
@msgbox_cursor=@msgbox_cursor-1
if @msgbox_cursor_graphic.y == @msgbox_slots[0].y
@slots_scroll = @slots_scroll - 1
replace_slots
end

end


if Input.trigger?(Input::cool.gif)
for i in 0..8
@msgbox_slots[i].bitmap.dispose
@msgbox_slots[i]=nil
end
@msgbox_base.contents.dispose
@msgbox_cursor_graphic.bitmap.dispose
@msgbox_title.bitmap.dispose
@msgbox_title2.bitmap.dispose
@msgbox_arrow_down.bitmap.dispose
@msgbox_arrow_up.bitmap.dispose
create_icons
end

@aux3=@aux3+1
if @aux3>=5

if Input.trigger?(Input::C)
if $messages[@msgbox_cursor] != nil
@aux3=0
@msgbox_arrow_down.bitmap.dispose
@msgbox_arrow_up.bitmap.dispose
make_msgbox_options
end
end
end

end

# MSG_OPTIONS - LVL2 - READ - DELETE
def make_msgbox_options

@msgbox_options_cursor=0
@msgbox_options_base = Window_Base.new(@msgbox_slots[@msgbox_cursor].x-38,@msgbox_slots[@msgbox_cursor].y-38,237,374)
@msgbox_options_base.opacity=0
@msgbox_options_base.z=101

for i in 0..1
@msgbox_options_slots[i]=Sprite.new
@msgbox_options_slots[i].bitmap=Cache.system("CellPhone/msgbox_options_slot.png")
@msgbox_options_slots[i].x=10+@msgbox_slots[@msgbox_cursor].x+(80*i)
@msgbox_options_slots[i].y=@msgbox_slots[@msgbox_cursor].y-10
@msgbox_options_slots[i].z=100
end
@msgbox_options_cursor_graphic=Sprite.new
@msgbox_options_cursor_graphic.bitmap=Cache.system("CellPhone/msgbox_options_cursor.png")
@msgbox_options_cursor_graphic.x=10+@msgbox_slots[@msgbox_cursor].x
@msgbox_options_cursor_graphic.y=@msgbox_slots[@msgbox_cursor].y-10
@msgbox_options_cursor_graphic.z=100

@msgbox_options_base.contents.font.size=16
@msgbox_options_base.contents.draw_text(37,12,50,20,Mod::MSG_OPS[0],1)
@msgbox_options_base.contents.draw_text(117,12,50,20,Mod::MSG_OPS[1],1)
@level=2

end

def update_input_lvl2
if Input.trigger?(Input::RIGHT)
@msgbox_options_cursor=1
@msgbox_options_cursor_graphic.x=10+@msgbox_slots[@msgbox_cursor].x+80
elsif Input.trigger?(Input::LEFT)
@msgbox_options_cursor=0
@msgbox_options_cursor_graphic.x=10+@msgbox_slots[@msgbox_cursor].x
end

if Input.trigger?(Input::cool.gif)
@msgbox_options_slots[0].bitmap.dispose
@msgbox_options_slots[1].bitmap.dispose
@msgbox_options_cursor_graphic.bitmap.dispose
@msgbox_options_base.contents.clear
@msgbox_options_base=nil

create_slots(@msgbox_cursor)
end

@aux3=@aux3+1
if @aux3>=5
if Input.trigger?(Input::C)
case @msgbox_options_cursor
when 0
for i in 0..8
@msgbox_slots[i].bitmap.dispose
@msgbox_slots[i]=nil
end
@msgbox_base.contents.clear
@msgbox_cursor_graphic.bitmap.dispose
@msgbox_options_slots[0].bitmap.dispose
@msgbox_options_slots[1].bitmap.dispose
@msgbox_options_cursor_graphic.bitmap.dispose
@msgbox_options_base.contents.clear
@msgbox_options_base=nil
show_msg(@msgbox_cursor)
@aux3=0
when 1
@msgbox_options_slots[0].bitmap.dispose
@msgbox_options_slots[1].bitmap.dispose
@msgbox_options_cursor_graphic.bitmap.dispose
@msgbox_options_base.contents.clear
@msgbox_options_base=nil
$messages[@msgbox_cursor]=nil
$full_msgbox=false
create_slots(@msgbox_cursor)
end
end
end
end






# MSG - LVL 3 - MESSAGE
def show_msg(msg)
$messages[msg][3]=true

@msgbox_base.contents.font.size=16
a = 0

for i in $messages[msg][2]
@msgbox_base.contents.draw_text(25,122+13*a,200,20,i,0)
a += 1
end

@msgbox_base.contents.draw_text(3,84,200,20,$messages[msg][1],1)
@msgbox_base.contents.draw_text(2,96,200,20,$messages[msg][0],1)

@msgbox_back=Sprite.new
@msgbox_back.bitmap = Cache.system("CellPhone/msgbox_back.png")
@msgbox_back.x=188
@msgbox_back.y=123
@msgbox_back.z=4

@level=3
end

def update_input_lvl3
if Input.trigger?(Input::cool.gif)
@msgbox_base.contents.clear
@msgbox_title.bitmap.dispose
@msgbox_title2.bitmap.dispose
@msgbox_back.bitmap.dispose
create_slots(@msgbox_cursor)
end
end

#end

#==================================================================#
# Phone_Msg
# Send messages to the player
#==================================================================#
class Phone_Msg < Window_Base

def initialize(autor="Unknown",title="No title",msg="")
super(0,0,40,42)
self.opacity=0
if $phone_online==true
if $messages[9] == nil
$full_msgbox=false
Audio.se_play(Mod::SMS_TONE)
msg = msg.delete("\n")
autor = autor.delete("\n")
title= title.delete("\n")
msg_array = msg.ltrim(190,self.contents.font.size,self.contents.font.name)
array = [autor,title,msg_array,false,false] # readed, sended, deleted
for i in 0..9
if $messages[i]==nil
$messages[i]=array
break
end
end
$scene.one_time=true
end
if $messages[9] != nil
$full_msgbox=true
end
end
end
end

#==================================================================#
# String Modification
# RGSS++
#==================================================================#
class String
def trim
@subself = self.clone
loop do
@subself[0,1] = "" if @subself[0,1] == " "
@subself[-1,1] = "" if @subself[-1,1] == " "
break if @subself[0,1] != " " and @subself[-1,1] != " "
end
return @subself
end
def ltrim (width, fontsize, fontname=0)
str = self.trim.clone
bit = Bitmap.new(1,1)
bit.font.name = fontname
bit.font.size = fontsize
wordcount = 0
size = 0
line = ""
word = ""
result = []
while ((c = str.slice!(/./m)) != nil)
wordcount += bit.text_size©.width if c != " "
word += c
if c == " " and (wordcount + size) <= width
line += word
word = ""
size += wordcount + bit.text_size©.width
wordcount = 0
end
if c == " " and (wordcount + size) >= width
result.push(line)
line = word
word = ""
size = wordcount
wordcount = 0
end
if c == "\n" and line != ""
result.push(line)
line = ""
size = 0
wordcount = 0
end
end
line += word if word != ""
if line != ""
result.push(line)
end
return result
end
end

#==================================================================#
# Scene_Map
# Modification for Phone Notifications
#==================================================================#
class Scene_Map < Scene_Base

attr_accessor :one_time

alias start_phone start
def start
start_phone
@one_time=true
for i in 0..9
if $messages[i] !=nil
if $messages[i][3] == false
if @unreaded_msg == nil
@unreaded_msg=0
@unreaded_msg=@unreaded_msg + 1
$messages[i][4]=true
else
@unreaded_msg=@unreaded_msg + 1
$messages[i][4]=true
end
end
end
end

if @unreaded_msg !=nil
if @unreaded_msg != 0
if @alert != nil
@alert.bitmap.dispose
end
if @msg_alert_base != nil
@msg_alert_base.contents.clear
@msg_alert_base.dispose
end
@alert=Sprite.new
@alert.bitmap = Cache.system("CellPhone/new_msgs.png")
@alert.x=10
@alert.y=350
@msg_alert_base = Window_Base.new(-6,0,600,600)
@msg_alert_base.contents.draw_text(0,354,100,20,@unreaded_msg.to_s,1)
@msg_alert_base.opacity=0
end
end

end

alias terminate_phone terminate
def terminate
terminate_phone
if @msg_alert_base != nil
super
@msg_alert_base.contents.clear
@msg_alert_base.dispose
@alert.bitmap.dispose
end
end

alias update_phone update
def update
update_phone

if @msg_alert_base != nil
@msg_alert_base.update
end

if @one_time==true
for i in 0..9
if $messages[i] !=nil
if $messages[i][3] == false
if $messages[i][4]== false
if @unreaded_msg == nil
@unreaded_msg=0
@unreaded_msg=@unreaded_msg + 1
$messages[i][4]=true
else
@unreaded_msg=@unreaded_msg + 1
$messages[i][4]=true
end
end
end
end
end
if @unreaded_msg !=nil
if @unreaded_msg != 0
if @alert != nil
@alert.bitmap.dispose
end
if @msg_alert_base != nil
@msg_alert_base.contents.clear
@msg_alert_base.dispose
end
@alert=Sprite.new
@alert.bitmap = Cache.system("CellPhone/new_msgs.png")
@alert.x=10
@alert.y=350
@msg_alert_base = Window_Base.new(-6,0,600,600)
@msg_alert_base.contents.draw_text(0,354,100,20,@unreaded_msg.to_s,1)
@msg_alert_base.opacity=0
end
end
@one_time=false
end


end
end
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

****
Rep:
Level 71
Unfortunately It gave me the same error as when I edited. To see if it was a script messing it up. I made a new project with no scripts, and yes I copied the graphics but same error.