Im a NEWBIE Dont know Qoute,Code,Script,Image,or something there is anyone can help me ?
Okay Someone Plss Study this thing and Create a Video of This Script and Plsss Put it in Youtube and
Link it to me ThankYou Very Much if you Help me some people dont know also and they might find out of this thing
and be fan of this web and many thnxssss of ths help and be Big Pupular okay now Study this thing
i hop you can do best as you can and also ADMNISTRATOR of this web! and also Doctor Todd pls help me the one
who give me the Messege System PLss Someone help me Tnx here is the code [
Instructions
There are three ways to change settings for your messages in this script. The first is to change the defaults, the second is to use the Script event command, and the third is to use in-message commands. I'll make note of what options are available for each feature as we go along.
Mode
This is what mode the message window is currently in. Normal is a fixed size message window. Fit window to text will size the window to fit the contents.
By Default:
The default script is in normal mode by default. If, for some reason, you find it is not, look for this line:
@ums_mode = FIT_WINDOW_TO_TEXT
and change it to
@ums_mode = NORMAL_MODE
By Script
You can change the message system mode using the Script event command and typing the following:
$game_system.ums_mode = NORMAL_MODE
or
$game_system.ums_mode = FIT_WINDOW_TO_TEXT
By Message Code
You can change from fitted window to normal mode by using the \m code anywhere in the message.
Text Mode
This is whether or not the text is written one letter at a time or all at once (note that in battle, text is written all at once to avoid the very noticeable lag).
By Default
By default, text mode is one letter at a time. To change this, find this line:
@text_mode = ONE_LETTER_AT_A_TIME
and change to:
@text_mode = ALL_AT_ONCE
By Script
You can change the text write mode ingame by using the following in a script command:
$game_system.text_mode = ONE_LETTER_AT_A_TIME
and:
$game_system.text_mode = ALL_AT_ONCE
By Message Code
There is at present no way to toggle between these modes using message codes.
Text Skip
This script has one letter at a time message writing. You can change whether or not the text can be skipped, and how it will be skipped.
Allowing/Disallowing Text Skip
By Default:
Text skip is on by default. To turn it off by default, look for this line:
@text_skip = true
and change it to:
@text_skip = false
By Script
You can turn text skip off using the Script command by typing the following:
$game_system.text_skip = false
and turn it on with:
$game_system.text_skip = true
By Message Code
You can toggle skipping on and off using the \skip code anywhere in the message. Note that the change won't take place until the \skip is reached.
Write-All Text Skip
This mode simply writes all the remaining text when the player presses the action key.
By Default:
Write all is set by default.
By Script
You can change the text skip mode to write all by typing the following:
$game_system.skip_mode = WRITE_ALL
By Message Code
This option is not available through a message code, because people won't presumably be changing this mid-game.
Write Faster Text Skip
This mode writes the remaining text at 3x speed while the action key is depressed. It goes back to normal speed when the player stops pressing the action button.
By Default:
Find this line:
@skip_mode = WRITE_ALL
and change it to:
@skip_mode = WRITE_FASTER
By Script
You can change the text skip mode to write all by typing the following:
$game_system.skip_mode = WRITE_FASTER
By Message Code
This option is not available through a message code, because people won't presumably be changing this mid-game.
Write Speed
This is how many frames to wait before writing each letter. By default, this is 2.
By Default
Find this line:
@write_speed = 2
and change it to:
@write_speed = i
Where i is the number of frames to delay between letters.
By Script
You can change the text skip mode to write all by typing the following:
$game_system.write_speed = i
By Message Code
Use the window code \ws to change the write speed. The change won't take effect until the code, and will stay in effect until you change it back.
Window Height, Width, and Justification
You can specify the window height, width, and justification. Height and width are ignored in fitted window mode, justification is ignored when the window is centered over an event.
Window Height
By Default:
Find this line:
@window_height = 128
and change it to:
@window_height = i
Where i is the desired height of the window. Note that this is set up for a three line text box. Four lines would be 160. Generally, your window height should be 32 + 32 * number of lines.
By Script
You can change the window height by typing the following:
$game_system.window_height = i
By Message Code
Use the window code \height. Note that this change is permanent, you'll have to change it manually if you want to return to the original size.
Window Width
By Default:
Find this line:
@window_width = 480
and change it to:
@window_width = i
Where i is the desired width of the window.
By Script
You can change the window width by typing the following:
$game_system.window_width = i
By Message Code
Use the window code \width. Note that this change is permanent, you'll have to change it manually if you
want to return to the original size.
Window Justification
By Default:
By default, the window will be centered. To change, find this line:
@window_justification = CENTER
and change to:
@window_justification = LEFT
or
@window_justification = RIGHT
By Script
You can change the window justification by typing the following:
$game_system.window_justification = CENTER
$game_system.window_justification = LEFT
$game_system.window_justification = RIGHT
By Message Code
Use the window code \jr, \jl, and \jc to justify right, left, or center, respectively.
Face Graphics
This will display an image (presumably a face graphic) on or around the window. There are several options for where the image will be displayed.
Face Graphic
This is what graphic (imported as a Picture) to display.
By Default:
Not sure why'd you want to do this, but find this line:
@face_graphic = ""
and change it to:
@face_graphic = "imagename"
Where imagename is the name of the image, minus the file extension.
By Script
You can change the current face graphic by typing the following:
$game_system.face_graphic = "imagename"
and stop displaying faces using:
$game_system.face_graphic = ""
By Message Code
Use the message code \face[imagename] to display a face graphic, or \face[] to stop displaying.
Face Graphic Justification
This is which side of the window (left or right) to display the face graphic on.
By Default:
Justification is left by default. If you want to change it to right, find this line:
@face_graphic_justification = LEFT
and change it to:
@face_graphic_justification = RIGHT
By Script
You can change the current justification by typing the following:
$game_system.face_graphic_justification = LEFT
or
$game_system.face_graphic_justification = RIGHT
By Message Code
Use the message code \fl to change to left justification and \fr to change to right.
Face Graphic Position
This is where the face graphic is displayed.
By Default:
Position is centered vertically in the message box by default. If you want to change it, find this line:
@face_graphic_position = CENTER
and change it to:
@face_graphic_position = ABOVE
to display the image above the message box,:
@face_graphic_position = BOTTOM
to display the bottom of the image even with the bottom of the message, or:
@face_graphic_position = SIDE
to display the image to the side of the message box.
By Script
You can change the current position by typing the following:
$game_system.face_graphic_position = ABOVE
$game_system.face_graphic_position = CENTER
$game_system.face_graphic_position = BOTTOM
$game_system.face_graphic_position = SIDE
By Message Code
There is no message code to change the image position, because presumably people won't be shifting it around ingame very often, if at all.
Face Graphic Mirroring (Flipping)
By Message Code
Use the message code \mf to flip the currently displayed face. This will only last one window, any subsequent windows will not have a flipped face.
Animated Faces
You can set up faces to be animated. There are two types - a steady animation that plays as long as the message box is open, and one that animates while the text is being written, and another that displays after it is done.
Base Animated Face
This displays a single animated face, that is arranged in a face strip of any length. The only qualification for a face strip is that each frame must be the same width.
By Default
By default, the script does not look for animated face strips. To change this, look for this line:
@animated_faces = false
and change it to:
@animated_faces = true
By Script
You can switch from static to animated faces ingame using the following in a Script event command:
$game_system.animated_faces = true
and
$game_system.animated_faces = false
By Message Code
There is at present no message code to switch from animated to static faces and back.
Animation Pause
This is how long in frames to wait between playing the main animation strip.
By Default
By default, the pause is set to 80 frames. To change this, find this line:
@animation_pause = 80
and change it to:
@animation_pause = i
where i is the number of frames to wait between playing the animation.
By Script
To change the number of frames to wait between animations ingame, use the following in a Script event command:
$game_system.animation_pause = i
By Message Code
There is at present no message code to change the animation pause.
Frame Width
This is how wide, in pixels, each of the frames on the faceset is.
By Default
By default, this is set to 100 pixels. To change this, look for this line:
@face_frame_width = 100
and change it to:
@face_frame_width = i
where i is the number of pixels.
By Script
To change the width of the faceset's frames ingame, use the following in a Script event command:
$game_system.face_frame_width = i
By Message Code
There is at present no message code to change the frame width.
Resting Face
You can set up a separate face to animate after the text has finished printing.
By Default
By default, there is no resting face. To change this, look for this line:
@resting_face = ""
and change it to:
@resting_face = "imagenameposttext"
where imagenameposttext is the text to append to the end of the current face image name to get the resting image. For example, if this is "_blink", and the current face image name is Gloria, then the script will look for Gloria_blink as the resting face.
By Script
To turn off resting faces ingame, use the following in a Script command:
$game_system.resting_face = ""
or to change the subtext, use:
$game_system.resting_face = "imagenameposttext"
By Message Code
There is at present no message code to turn off or change the resting face.
Resting Animation Pause
This is the same as animation pause, but it defines how long to wait between animations of the resting face.
By Default
By default, the pause is set to 80 frames. To change this, find this line:
@resting_animation_pause = 80
and change it to:
@resting_animation_pause = i
where i is the number of frames to wait between playing the animation.
By Script
To change the number of frames to wait between animations ingame, use the following in a Script event command:
$game_system.resting_animation_pause = i
By Message Code
There is at present no message code to change the resting animation pause.
Choice Window
Choices are displayed in a seperate window, in order to allow for the different window sizes. You can change the positioning and alignment of the choice window similarly to the face graphic.
Choice Window Justification
This is which side of the message box (left or right) the window will appear on.
By Default:
The choice window is justified to the right by default. If you want to change it, find this line:
@choice_justification = RIGHT
and change it to:
@choice_justification = LEFT
By Script
You can change the current justification by typing the following:
$game_system.choice_justification = RIGHT
$game_system.choice_justification = LEFT
By Message Code
There is no message code to change the choice window justification, because presumably people won't be shifting it around ingame very often, if at all.
Choice Window Position
This is where the window will appear. Choices are below, above, and to the side. If there isn't enough room, the window will be repositioned. If the position is below, it will be displayed above. If above, it will be below. If to the side, it will check below first, and if not enough room below, it will display above.
By Default:
The choice window is positioned to the side by default. To change it, find this line:
@choice_position = SIDE
and change it to:
@choice_position = ABOVE
or
@choice_position = BOTTOM
By Script
You can change the current position by typing the following:
$game_system.choice_position = SIDE
$game_system.choice_position = ABOVE
$game_system.choice_position = BOTTOM
By Message Code
There is no message code to change the choice window position, because presumably people won't be shifting it around ingame very often, if at all.
More Than 4 Choices
You can merge multiple Show Choices event commands into one. They must appear one after the other.
First, you must enter this in an Script event command, sometime before the choices are to be shown:
$game_temp.num_choices = i
Where i is the number of show choice event commands there will be.
Then just place the show choice event commands one after the other. The cancel option for the [b]last show choice event command will be the one that will be used. Check out Cleric 6 in the demo for an example. Note that due to the restrictions of the screen size, you may not be able to show more than 9 choices on the screen.
Input Number Window
Like the choice window, the input number window appears seperately. The input number window's justifaction and position will always be the same as the choice window.
Event Centering
You can choose to center the message box above an event or the player. The message box will follow the event or player if it moves.
By Default:
By default, the message box is not positioned above any event. To change this, find this line:
@message_event = -1
and change it to:
@message_event = i
where i is the number of the event you want to center on by default. 0 is the player.
By Script
You can change the current event by typing the following:
$game_system.message_event = i
Where i is the event number you want to center on. 0 is the player, -1 stops centering on an event.
By Message Code
Use the code \e to change what event you'll center on.
Caterpillar Actor Centering
You can now center the message over a train actor in a caterpillar script. This is set up to work with my caterpillar script. For fukuyama's, please see the FAQ.
By Default:
This is set to none by default. You'll probably want to keep it that way.
By Script:
Use the following in a call script:
$game_system.train_actor = i
Where i is the position of the train actor. 0 is the player, 1 is second in line, etc. Turn it off by using:
$game_system.train_actor = -1
By Message Code
Use the message code \ta, where i is the position of the train actor.
Comic Style Messages
You can choose to display a little talk bubble icon on the message box. This will only work when centering over an event or the player. The script supports three different icons you can use, talk1, talk2, and thought.
Enabling Comic Messages
By Default:
By default, the comic messages are disabled. To change this, find this line:
@comic_enabled = false
and change it to:
@comic_enabled = true
By Script
You can change comic messages to enabled or disabled by typing the following:
$game_system.comic_enabled = true
$game_system.comic_enabled = false
By Message Code
There is no message code to toggle this on and off, since presumably you won't be doing it much. Remember, the icon won't be displayed if you're not centering on an event, so you can display normal messages without disabling this.
Changing Comic Icon
You can change which of the three icons are displayed. Talk1 is presumably your main talk icon. Talk2 is open for you to define, maybe a lightning bolt shaped shout icon. Thought is intended to be thought bubbles. Example talk1 and thought icons are included in the demo, imported as windowskins. They must be saved as talk1, talk2, and thought, case sensitive.
By Default:
By default, the talk1 icon would be displayed. To change this, find this line:
@comic_style = TALK1
and change it to:
@comic_style = TALK2
or:
@comic_style = THOUGHT
By Script
You can change which one is displayed ingame by typing the following:
$game_system.comic_style = TALK1
$game_system.comic_style = TALK2
$game_system.comic_style = THOUGHT
By Message Code
You can use \t1 to change to talk1, \t2 to change to talk2, and \th to change to thought.
Name Display
Character Name
You can display a name above the message box.
By Default:
By default, no name will be displayed. To change this, although I'm not sure why you would, find this line:
@name = ""
and change to:
@name = "name"
By Script
You can change the name to be displayed ingame by typing the following:
$game_system.name = "name"
where name is the name to be displayed, or
$game_system.name = ""
to stop displaying names.
By Message Code
You can use \nm[name] to display name, or \nm[] to stop displaying names.
Name Window Visibility
You can choose to have the name window visible or invisible (just text).
By Default:
By default, the window is invisible. To change this, find this line:
@name_window = false
and change it to
@name_window = true
By Script:
You can change the name window visibility ingame using the following, although I'm not sure why you would.
$game_system.name_window = false
$game_system.name_window = true
By Message Code:
There is no way to toggle this on or off by message code, since presumably you won't ever need to do it much, if at all.
Font Formating and Display Codes
Default Codes
All the default codes work, \v to display a variable value, \n to display an actor name, \c to change the color, and \g to display the gold window.
Color by Hex Value
You can enter a temporary color change by entering the hex value. Just put \c[0xaabbcc] in as a message code, where aabbcc is the hex value of the color. A, b, c, d, e, and f must be lowercase.
Shadowed Text
You can draw a shadow under the text. This is a permanent change until you toggle it off.
By Default:
By default, shadowed text is not displayed. To change this, find this line:
@shadowed_text = false
and change it to:
@shadowed_text = true
By Script
You can turn on and off text shadowing by Script by typing the following:
$game_system.shadowed_text = true
$game_system.shadowed_text = false
By Message Code
You can use \s to toggle shadowed text on and off.
Shadow Color
You can also change the shadow color, either by default or in a script.
By Default:
By default, the shadow color is 0, 0, 0, 100 (transparent black). To change this, find this line:
@shadow_color = Color.new(0, 0, 0, 100)
and change it to:
@shadow_color = Color.new(red, blue, green, alpha)
By Script
You can change the shadow color in game by typing the following in a Script:
$game_system.shadowed_color = Color.new(red, blue, green, alpha)
Italics and Bold
You can toggle on and off italics and bold. This is only available in messages using the \i and \b message codes. Note that the font you're using has to have italic and bold defined for this to work.
Font
You can change the message font.
By Default:
By default, it will use your game's default font. To change this, find this line:
@font = ""
and change it to:
@font = "fontname"
Where fontname is the name of the font.
By Script
You can change the message font by Script by typing the following:
$game_system.font = "fontname"
or:
$game_system.font = ""
to return to the default font.
Font Color
You can permanently change the font color of the message window and associated windows.
By Default:
By default, it is the normal_color defined in Window_Base. To change this, look for this line:
@font_color = nil
and replace it with:
@font_color = Color.new(R, G, B, A)
where R, G, B, and A are the red, green, blue, and alpha values of the color.
By Script
You can permanently change the default text color by using the following in a script:
$game_system.font_color = Color.new(R, G, B, A)
and
$game_system.font_color = nil
to return to the normal_color default.
By Message Code:
There is at present no way to permanently change the color by message code. If this is actually a desirable feature, please speak up.
Pausing and Automatically Closing
You can cause the message box to pause i frames before writing the next letter by using \p, and you can cause the window to close automatically after i frames by using \w. Note that this will happen i frames after the code is found, not after the text finished writing, so put it at the end of the message if you don't want the message to close before it finishes writing.
Displaying Item Names and Icons
You can display the names and icons from the database of armors, weapons, items, or skills. Use the \oa, \ow, \oi, and \os message codes, respectively.
Displaying Party Member Names
In addition to the default code to show actor name by database id, you can show an actor name by party position using the \np[i] message code, where i is the position of the actor in the party, with 0 being the first postion and 3 being the fourth position.
Justifying Text
You can justify the text in a window to the left, right, or center.
By Default:
I suppose if you wanted all your text centered in the game, you could do this. Find this line:
@text_justification = LEFT
and replace with:
@text_justification = RIGHT
or:
@text_justification = CENTER
By Script:
You can change the justification for a message window before you show it by using the Script event command with the following:
$game_system.text_justification = LEFT
$game_system.text_justification = RIGHT
$game_system.text_justification = CENTER
By Message Code
You can change the justification during a message by using the \tl, \tr, and \tc message codes to justify left, right, and center, respectively. They must be the first code on the line you want to start justifying at.
Ignore Code
This code tells the message window to not write anything on this line, and move to the next line without shifting that line down one. Useful for lines that are made up of nothing but message codes. Type \ignr as the very first thing on the line to ignore that line.
Text Sound Effect
You can set a sound effect to play with each letter. Do bear in mind that some people can find this annoying, so be sure to make it a pleasant sound.
By Default:
By default, there is no sound. To turn it on, find this line:
@sound_effect = ""
and change it to:
@sound_effect = "sename"
where sename is the name of the sound effect you want to play, minus the file extension.
By Script:
You can also turn it on and off ingame using the following in a call script:
$game_system.sound_effect = ""
and:
$game_system.sound_effect = "sename"
By Message Code
There is at present no message code to toggle this on and off. If this is actually a desirable feature, please say so.
Window Shaking
You can make a window shake onscreen, to indicate fear, anger, or some other strong emotion.
By Default:
By default, the shake is set to 0 (no shaking). I'm not really sure why you'd want to change this, but if you really do, find this line:
@shake = 0
and change it to:
@shake = i
where i is the number of pixels you want it to move back and forth. A higher number is a larger movement, but slower.
By Script:
You can change how much the window shakes or not by using the following in a script command:
$game_system.shake = i
with 0 being no shaking.
By Message Code
You can also specify how much to shake a given window or not using the message code \shk, where is is an integer. 0 turns off shaking.
4+ Window Lines
You can now have as many lines in a single window as you like. By using the \inc code as the very first thing in a text event command appearing right after the first, all of the text in both text commands will be shown in one window. Remember to change the size of the window to accomodate it! You can also use this as a workaround for the 3 lines of text bug.
Windowskins
You can change the windowskin for the message window and attendent windows permanently.
By Default:
By default, the windowskin from the database will be used. To change this, find this line:
@windowskin = ""
and change it to:
@windowskin = "windowskinname"
where windowskinname is the name of the windowskin.
By Script:
To change the message window windowskin ingame, use the following:
$game_system.windowskin = "windowskinname"
and
$game_system.windowskin = ""
to change it back to the default database windowskin.
By Message Code:
There is at present no way to change this by message code. If this is actually a desirable feature, please speak up.
Window Opacity
You can change the window's opacity or back opacity.
Opacity
This is the opacity of the entire window, including the border (but not including text).
By Default:
The default value of the opacity is 255. To change this, find this line:
@opacity = 255
and change the 255 to whatever value you want (must be an integer between 0 and 255). 255 is completely opaque, 0 is completely transparent.
By Script:
To change the window opacity in game, use the following in a script command:
$game_system.opacity = i
where i is the desired new opacity (0-255).
By Message Code:
Use \opc to change the opacity for the message windows to the opacity i (0-255).
Back Opacity
This is the opacity of the window pane itself. It does not effect the window frame.
By Default:
The default value of the opacity is 160. To change this, find this line:
@back_opacity = 160
and change the 160 to whatever value you want (must be an integer between 0 and 255). 255 is completely opaque, 0 is completely transparent.
By Script:
To change the window back opacity in game, use the following in a script command:
$game_system.back_opacity = i
where i is the desired new opacity (0-255).
By Message Code:
Use \bopc to change the back opacity for the message windows to the opacity i (0-255).
Image instead of windowskin
This can show an image behind the text instead of a windowskin. For best result, set the window opacity to 0. This image will change size with the window, so will work if you change the window size or use fitted window mode.
By Default
There is no image by default. To change this, find this line:
@window_image = nil
and change it to
@window_image = "filename"
where filename is the name of the image file, imported as a windowskin.
By Script
To change the window image ingame, enter the following in a script command:
$game_system.window_image = "filename"
where filename is the name of the image you want to show, or
$game_system.window_image = nil
to stop showing an image
By Message Code
There is currently no message code to change the image.
Scrolling
Scrolling will happen automatically if the window contains more text than their is room to display. Note that scrolling works in NORMAL mode only.
Slave Windows
Slave windows are additional message windows that close when the current window closes. To set one up, use the \slv[name] code anywhere in the text for that window, where name is anything. Instead of being displayed, that message will be stored until you put \slv[name] in another message window. The window will not be displayed until this character is found, so you can display it at any point while the other window is displaying text. All showing slave windows will disapear when the current window closes, and the name of that window could then be used again, if you wanted. Note that the settings for the slave window are the same as that of the master message window, so you'll need to make any changes by message code, with one exception. When in Normal mode, if the master window is above, the slave window will be below, and vice versa. Don't use more than two windows in Normal mode, the overlap is pretty ugly.
For example:
Text: Look out behind you!\slv[1]\e[1]
Text: \slv[2]No!\e[2]
Text: \e[3]Look, let's just\slv[1] get out of here.\slv[2]
The third text is the first the player would see. The message would start, and when it got to the code \slv[1], the first message would begin to display over event 1. When it got to \slv[2], the second text would start to display over event 2. All three message boxes would close when the player pressed the action key.
Shortcuts
This is maybe the most fun part of the script. If there is a message code, or series of message codes, you're using a lot, you can define a shortcut to use instead of typing them out. To define a shortcut, use the following code in a Script:
$game_system.add_shortcut('shortcutcode', 'messagecode')
Note that [b]you must use the single quotes ('), not double quotes (").
For example, I might be having a conversationg between two characters, Bob and Rex. Both have face graphics, and I want to switch the justification when each one talks. I could do this:
text: \nm[Bob]\face[bob]\flHi, Rex.
text: \nm[Rex]\face[rex]\frHey, Bob.
text: \nm[Bob]\face[bob]\flWhat shall we do today, Rex?
text: \nm[Rex]\face[rex]\frDunno.
And so on. Or I could do this:
Script: $game_system.add_shortcut('\c1', '\nm[Bob]\face[bob]\fl')
$game_system.add_shortcut('\c2', '\nm[Rex]\face[rex]\fr')
text: \c1Hi, Rex.
text: \c2Hey, Bob.
text: \c1What shall we do today, Rex?
text: \c2Dunno.
Much better.
Note that you cannot use any of the reserved codes as a shortcut. The reserved codes are:
'\v', '\n', '\c', '\g', '\skip', '\m', '\height', '\width',
'\jr', '\jc', '\jl', '\face', '\fl', '\fr', '\b', '\i', '\s',
'\e', '\t1', '\t2', '\th', '\nm', '\font', '\p', '\w', '\ws',
'\oa', '\oi', '\os', '\ow', '\tl', '\tr', '\tc', '\ignr',
'\shk', '\slv', '\ind', '\inc'
/code]