Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

ACBS and CCOA's UMS compatability issues

Okay, this is rather strange but when I try to use Atoa's Custom Battle System with CCOA's Ultimate Message System, it makes text in dialog boxes become right justified. Does anyone know why?

Code:
# *****************************************************************************

# *    Universal Message System

# *      v1.8.0

# *      by Ccoa

# *    If you're seeing this script anywhere other than RPG Revolution, RMVXP

# *    Universe, SponGen, or RPG Manager, then please contact me.  I have not

# *    given permission for this to be distributed anywhere else.

# *****************************************************************************

# Usage:

=begin

 

IN MESSAGE CODES

  \b          - toggle bold on and off

  \bopc[i]    - change the back opacity for this message to i (should be 0-255)

  \c[i]       - change the text color

  \c[#IIIIII] - change the text color to the hex code (temporary)

  \e[i]       - place the text box over event i (0 = player, -1 no event)

  \face[name] - changes the face graphic to name.png (leave empty [] for no face)

  \fl         - change face justification to left

  \font[name] - change the font to name, leave empty [] to return to the default font

  \fr         - change face justification to right

  \g          - display the gold window

  \height     - height of the message window, works only in normal mode

  \i          - toggle italics on and off

  \ic[name]   - draw icon name in the window

  \ignr       - Do not write anything on this line, only process codes, must be the first thing on a line

  \jc         - justify the window to the center, ignored if using \e

  \jl         - justify the window to the left, ignored if using \e

  \jr         - justify the window to the right, ignored if using \e

  \m          - toggle mode between normal and fit window to text

  \n[i]       - display the name of actor i

  \nm[name]   - display the name in the name window, leave empty [] to remove the name window

  \oa[i]      - display the icon and name of armor i

  \oi[i]      - display the icon and name of item i

  \opc[i]     - change the opacity for this message to i (should be 0-255)

  \os[i]      - display the icon and name of skill i

  \ow[i]      - display the icon and name of weapon i

  \p[i]       - pause for i frames before writing the next character

  \pt         - toggle pause display on and off

  \s          - toggle shadowed text

  \shk[i]     - set window shake to i, higher i is bigger shake, 0 is no shake

  \sk[i]      - begin text to be shaken, i is begger shake

  \sk         - end text to be shaken

  \skip       - toggle text skip on and off

  \ta[i]      - center the window over train actor 1

  \t1         - switch to the talk1 comic thingy

  \t2         - switch to the talk2 comic thingy

  \tc         - center the text, must be the first thing on a line

  \th         - switch to the thought comic thingy

  \tl         - left justify the text, must be the first thing on a line

  \tr         - right justify the text, must be the first thing on a line

  \v[i]       - display variable i

  \width      - width of the message window, works only in normal mode

  \w[i]       - wait for i frames after receiving this code, then close the window

  \ws[i]      - change the write speed to i

  \slv[name]  - set this window to be slave window name, or show slave window name

  \inc        - include this window in the last

 

OUT OF MESSAGE CODES (use in a Script event command)

$game_system.ums_mode = NORMAL_MODE - switch to normal mode

$game_system.ums_mode = FIT_WINDOW_TO_TEXT - switch to fit window mode

$game_system.text_skip = true - turn text skip on

$game_system.text_skip = false

true                           - turn text skip off (true is necessary)

$game_system.text_mode = WRITE_FASTER - change skip mode to write faster

$game_system.text_mode = WRITE_ALL - change skip mode to write all

$game_system.write_speed = i - change the delay between letters to i frames

$game_system.window_height = i - change the window height to i

$game_system.window_width = i - change the window width to i

$game_system.window_justification = RIGHT - make the window right justified

$game_system.window_justification = LEFT - make the window left justified

$game_system.window_justification = CENTER - make the window center justified

$game_system.face_graphic = "filename" - change the face graphic to filename.png

$game_system.face_graphic = "" - change the face graphic to none

$game_system.face_graphic_justification = LEFT - the face graphic is on the left side

$game_system.face_graphic_justification = RIGHT - the face graphic is on the right side

$game_system.face_graphic_position = TOP - face graphic appears on top of window

$game_system.face_graphic_position = CENTER - face graphic appears centered in window

$game_system.face_graphic_position = BOTTOM - face graphic appears on the bottom of window

$game_system.shadow_text = true - turn text shadowing on

$game_system.shadow_text = false

true                            - turn text shadowing off (true is necessary)

$game_system.shadow_color = Color.new(red, blue, green, alpha) - change shadow color

$game_system.message_event = what event to put the message over (0 = player, -1 = no event)

$game_system.comic_enabled = false

true                               - turn off comic thingy

$game_system.comic_enabled = true  - turn on comic thingy (only works with message_event not -1)

$game_system.comic_style = TALK1   - use the talk1.png comic thingy

$game_system.comic_style = TALK2   - use the talk2.png comic thingy

$game_system.comic_style = THOUGHT - use the thought.png comic thingy

$game_system.name = "name" - change the text of the name window to name

$game_system.name = "" - remove the name window

$game_system.font = "name" - change the font to name

$game_system.font = "" - return the font to the default

$game_system.text_justification = CENTER - center justify the text

$game_system.text_justification = LEFT - left justify the text

$game_system.text_justification = RIGHT - right justify the text

$game_system.show_pause = true - show pause icon when waiting for user input

$game_system.show_pause = false - don't show pause icon when waiting for user input

$game_system.shake = 0 - turn window shake off

$game_system.shake = i - set shake to i, higher i is bigger shake

$game_system.sound_effect = "" - turn off the letter-by-letter SE

$game_system.sound_effect = "sename" - play the SE sename with each letter written

$game_system.animated_faces = false - do not use animated faces

$game_system.animated_faces = true - use animated faces

$game_system.animation_pause = i - Wait i frames between each animation

$game_system.face_frame_width = i - Each frame on the faceset is i pixels

$game_system.resting_face = "" - Do not use a resting face

$game_system.resting_face = "name" - Use a different animated face named facenamename when done talking

$game_system.resting_animation_pause = i - Wait i frames between resting animations

$game_system.text_mode = ONE_LETTER_AT_A_TIME - write text one letter at a time

$game_system.text_mode = ALL_AT_ONCE - write text all at once

$game_system.font_color = Color.new(R, G, B, A) - permanently change the font color to the RGBA color given here

$game_system.font_color = nil - return the font color permanently to normal_color (white, by default)

$game_system.windowskin = "windowskinname" - change the message box windowskin to windowskin

$game_system.windowskin = "" - change the message box windowskin back to the one in the database

$game_system.name_window = true - show the name window

$game_system.name_window = false - hide the name window (just show the text)

$game_system.opacity = i - change the message window back opacity to i (0-255)

$game_system.window_image = "imagename" - the name of the image to show behind the window

$game_system.window_image = nil - stop showing an image behind the window

$game_system.train_actor = i - center the message over train actor i

 

=end

# *****************************************************************************

#  CONSTANTS

# *****************************************************************************

 

# modes

NORMAL_MODE        = 0

FIT_WINDOW_TO_TEXT = 1

 

#text modes

ONE_LETTER_AT_A_TIME = 0

ALL_AT_ONCE          = 1

 

# skip modes

WRITE_FASTER = 0

WRITE_ALL    = 1

 

# justifications

RIGHT  = 4

CENTER = 1

LEFT   = 6

 

# positions for extra objects (face graphics, choice box, etc)

ABOVE  = 0  # place the object above the top of the message box

CENTER = 1  # center the object vertically inside the message box

BOTTOM = 2  # place the bottom of the object on the bottom of the message box

SIDE   = 3  # to the side of the message box (which side depends on justification)

 

# comic type

TALK1   = 0

TALK2   = 1

THOUGHT = 2

 

# *****************************************************************************

#  Changes to Game_System.  This allows any changes made to be saved when the

#     game is saved.

# *****************************************************************************

 

class Game_System

  attr_accessor :ums_mode # what mode the UMS is in

  attr_accessor :text_skip # whether or not text skip is activated

  attr_accessor :skip_mode # write the text faster while C is pressed, or just skip to the end

  attr_accessor :write_speed # frame delay between characters

 

  attr_accessor :text_mode # write one letter at a time, or all at once?

 

  attr_accessor :window_height # default height of message window

  attr_accessor :window_width # default width of message window

  attr_accessor :window_justification # default justification of window

 

  attr_accessor :face_graphic # current face graphic

  attr_accessor :face_graphic_justification # justification of face graphic

  attr_accessor :face_graphic_position # position of face graphic

 

  attr_accessor :shadowed_text # whether or not to draw a shadow behind the text

  attr_accessor :shadow_color # the shadow color

 

  attr_accessor :choice_justification # where the choice window is located

  attr_accessor :choice_position # prefered position of choice window

 

  attr_accessor :message_event # what event to center the text over (0 player, -1 to not)

  attr_accessor :train_actor   # what train actor to center the text over (0 player, -1 to not)

 

  attr_accessor :comic_enabled # using "talk" icons?

  attr_accessor :comic_style   # what type of comic image to use

 

  attr_accessor :name # the text for the name window

  attr_accessor :name_window # should the name window be visible?

 

  attr_accessor :font # the name of the font

  attr_accessor :font_color # the name of the (permanent) font color

 

  attr_accessor :text_justification # the justification of the window text

 

  attr_accessor :show_pause # whether or not to show the pause icon

 

  attr_accessor :shake # the amount of shake for the window

  attr_accessor :text_shake # shake amount for text

 

  attr_accessor :sound_effect # SE to play with each letter

 

  attr_accessor :slave_windows # hash of slave windows

  attr_accessor :indy_windows  # hash of independent windows

 

  attr_accessor :animated_faces # are the faces animated?

  attr_accessor :animation_pause # how long do I wait between animation loops?

  attr_accessor :face_frame_width # how many pixels wide is each face frame

  attr_accessor :resting_face  # postext for waiting face graphic

  attr_accessor :resting_animation_pause # how long to wait for resting graphic

 

  attr_accessor :windowskin # what windowskin to use for messages

  attr_accessor :back_opacity # back opacity of windowskin

  attr_accessor :opacity # opacity of windowskin

 

  attr_accessor :window_image # image used behind window

 

  attr_reader :shortcuts  # user-defined shortcuts

 

  alias ums_initialize initialize

  def initialize

    ums_initialize

    @ums_mode = NORMAL_MODE

   

    @skip_mode = WRITE_ALL

    @text_skip = true

    @write_speed = 2

   

    @text_mode = ONE_LETTER_AT_A_TIME

   

    @window_height = 128

    @window_width = 480

    @window_justification = CENTER

   

    @face_graphic = ""

    @face_graphic_justification = LEFT

    @face_graphic_position = CENTER

   

    @shadowed_text = false

    @shadow_color = Color.new(0, 0, 0, 100)

   

    @choice_justification = RIGHT

    @choice_position = SIDE

   

    @message_event = -1

    @train_actor   = -1

   

    @comic_enabled = false

    @comic_style = TALK1

   

    @name = ""

    @name_window = true

   

    @font = "Verdana"

    @font_color = nil

   

    @text_justification = LEFT

   

    @show_pause = true

   

    @shake = 0

    @text_shake = 0

   

    @sound_effect = ""

   

    @slave_windows = {}

    @indy_windows  = {}

   

    @animated_faces = false

    @animation_pause = 80

    @face_frame_width = 100

    @resting_face = ""

    @resting_animation_pause = 80

   

    @windowskin = ""

    @opacity = 255

    @back_opacity = 160

   

    @window_image = nil

   

    @used_codes = ['\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']

                   

    @shortcuts = {}

  end

 

  def add_shortcut(shortcut, code)

    text = shortcut.downcase

    if !@used_codes.include?(text)

      @shortcuts[shortcut] = code

    end

  end

 

  def open_window(name)

    if $game_system.indy_windows.has_key?(name)

      $game_system.indy_windows[name].show = true

    end

  end

 

  def close_window(name)

    if $game_system.indy_windows.has_key?(name)

      $game_system.indy_windows[name].dispose

      $game_system.indy_windows.delete(name)

    end

  end

end

 

#==============================================================================

# ** Game_Temp

#------------------------------------------------------------------------------

#  This class handles temporary data that is not included with save data.

#  Refer to "$game_temp" for the instance of this class.

#==============================================================================

class Game_Temp

  attr_accessor :choices

  attr_accessor :num_choices

  attr_accessor :skip_next_choices

 

  alias old_init initialize

  def initialize

    old_init

    @skip_next_choices = 0

    @num_choices = 1

  end

end

 

class Scene_Map

  alias ums_update update

  def update

    $game_system.slave_windows.each_value { |window| window.update }

    $game_system.indy_windows.each_value { |window| window.update }

    ums_update

  end

end

 

class Interpreter

  #--------------------------------------------------------------------------

  # * Event Command Execution

  #--------------------------------------------------------------------------

  def execute_command

    # If last to arrive for list of event commands

    if @index >= @list.size - 1

      # End event

      command_end

      # Continue

      return true

    end

    # Make event command parameters available for reference via @parameters

    if !(@list[@index].code == 102 and $game_temp.skip_next_choices > 0)

      @parameters = @list[@index].parameters.clone

      if @list[@index].code == 402

        @parameters[0] += @offset

      end

    end

    # Branch by command code

    case @list[@index].code

    when 101  # Show Text

      return command_101

    when 102  # Show Choices

      return command_102

    when 402  # When [**]

      return command_402

    when 403  # When Cancel

      return command_403

    when 103  # Input Number

      return command_103

    when 104  # Change Text Options

      return command_104

    when 105  # Button Input Processing

      return command_105

    when 106  # Wait

      return command_106

    when 111  # Conditional Branch

      return command_111

    when 411  # Else

      return command_411

    when 112  # Loop

      return command_112

    when 413  # Repeat Above

      return command_413

    when 113  # Break Loop

      return command_113

    when 115  # Exit Event Processing

      return command_115

    when 116  # Erase Event

      return command_116

    when 117  # Call Common Event

      return command_117

    when 118  # Label

      return command_118

    when 119  # Jump to Label

      return command_119

    when 121  # Control Switches

      return command_121

    when 122  # Control Variables

      return command_122

    when 123  # Control Self Switch

      return command_123

    when 124  # Control Timer

      return command_124

    when 125  # Change Gold

      return command_125

    when 126  # Change Items

      return command_126

    when 127  # Change Weapons

      return command_127

    when 128  # Change Armor

      return command_128

    when 129  # Change Party Member

      return command_129

    when 131  # Change Windowskin

      return command_131

    when 132  # Change Battle BGM

      return command_132

    when 133  # Change Battle End ME

      return command_133

    when 134  # Change Save Access

      return command_134

    when 135  # Change Menu Access

      return command_135

    when 136  # Change Encounter

      return command_136

    when 201  # Transfer Player

      return command_201

    when 202  # Set Event Location

      return command_202

    when 203  # Scroll Map

      return command_203

    when 204  # Change Map Settings

      return command_204

    when 205  # Change Fog Color Tone

      return command_205

    when 206  # Change Fog Opacity

      return command_206

    when 207  # Show Animation

      return command_207

    when 208  # Change Transparent Flag

      return command_208

    when 209  # Set Move Route

      return command_209

    when 210  # Wait for Move's Completion

      return command_210

    when 221  # Prepare for Transition

      return command_221

    when 222  # Execute Transition

      return command_222

    when 223  # Change Screen Color Tone

      return command_223

    when 224  # Screen Flash

      return command_224

    when 225  # Screen Shake

      return command_225

    when 231  # Show Picture

      return command_231

    when 232  # Move Picture

      return command_232

    when 233  # Rotate Picture

      return command_233

    when 234  # Change Picture Color Tone

      return command_234

    when 235  # Erase Picture

      return command_235

    when 236  # Set Weather Effects

      return command_236

    when 241  # Play BGM

      return command_241

    when 242  # Fade Out BGM

      return command_242

    when 245  # Play BGS

      return command_245

    when 246  # Fade Out BGS

      return command_246

    when 247  # Memorize BGM/BGS

      return command_247

    when 248  # Restore BGM/BGS

      return command_248

    when 249  # Play ME

      return command_249

    when 250  # Play SE

      return command_250

    when 251  # Stop SE

      return command_251

    when 301  # Battle Processing

      return command_301

    when 601  # If Win

      return command_601

    when 602  # If Escape

      return command_602

    when 603  # If Lose

      return command_603

    when 302  # Shop Processing

      return command_302

    when 303  # Name Input Processing

      return command_303

    when 311  # Change HP

      return command_311

    when 312  # Change SP

      return command_312

    when 313  # Change State

      return command_313

    when 314  # Recover All

      return command_314

    when 315  # Change EXP

      return command_315

    when 316  # Change Level

      return command_316

    when 317  # Change Parameters

      return command_317

    when 318  # Change Skills

      return command_318

    when 319  # Change Equipment

      return command_319

    when 320  # Change Actor Name

      return command_320

    when 321  # Change Actor Class

      return command_321

    when 322  # Change Actor Graphic

      return command_322

    when 331  # Change Enemy HP

      return command_331

    when 332  # Change Enemy SP

      return command_332

    when 333  # Change Enemy State

      return command_333

    when 334  # Enemy Recover All

      return command_334

    when 335  # Enemy Appearance

      return command_335

    when 336  # Enemy Transform

      return command_336

    when 337  # Show Battle Animation

      return command_337

    when 338  # Deal Damage

      return command_338

    when 339  # Force Action

      return command_339

    when 340  # Abort Battle

      return command_340

    when 351  # Call Menu Screen

      return command_351

    when 352  # Call Save Screen

      return command_352

    when 353  # Game Over

      return command_353

    when 354  # Return to Title Screen

      return command_354

    when 355  # Script

      return command_355

    else      # Other

      return true

    end

  end

 

  #--------------------------------------------------------------------------

  # * Show Text

  #--------------------------------------------------------------------------

  def command_101

    # If other text has been set to message_text

    if $game_temp.message_text != nil

      # End

      return false

    end

    # Set message end waiting flag and callback

    @message_waiting = true

    $game_temp.message_proc = Proc.new { @message_waiting = false }

    # Set message text on first line

    $game_temp.message_text = @list[@index].parameters[0] + "\n"

    line_count = 1

    # Loop

    loop do

      # If next event command text is on the second line or after

      if @list[@index + 1].code == 401

        # Add the second line or after to message_text

        $game_temp.message_text += @list[@index + 1].parameters[0] + "\n"

        line_count += 1

      # If the next event command is show text

      elsif @list[@index + 1].code == 101

        # If the text contains the \inc code

        if @list[@index + 1].parameters[0].index(/\\[Ii][Nn][Cc]/) != nil

          $game_temp.message_text += @list[@index + 1].parameters[0] + "\n"

          $game_temp.message_text.sub!(/\\[Ii][Nn][Cc]/) { "" }

        else

          return true

        end

      # If event command is not on the second line or after

      else

        # If next event command is show choices

        if @list[@index + 1].code == 102

          # Advance index

          @index += 1

         

          # skip this one, it was already shown?

          if $game_temp.skip_next_choices > 0

            $game_temp.skip_next_choices -= 1

          else

            # Choices setup

            $game_temp.choice_start = line_count

            setup_choices(@list[@index].parameters)

          end

        # If next event command is input number

        elsif @list[@index + 1].code == 103

          # If number input window fits on screen

          if line_count < 4

            # Advance index

            @index += 1

            # Number input setup

            $game_temp.num_input_start = line_count

            $game_temp.num_input_variable_id = @list[@index].parameters[0]

            $game_temp.num_input_digits_max = @list[@index].parameters[1]

          end

        end

        # Continue

        return true

      end

      # Advance index

      @index += 1

    end

  end

  #--------------------------------------------------------------------------

  # * Show Choices

  #--------------------------------------------------------------------------

  def command_102

    # If text has been set to message_text

    if $game_temp.message_text != nil

      # End

      return false

    end

   

    if $game_temp.skip_next_choices > 0

      # skip this one, it is part of another

      $game_temp.skip_next_choices -= 1

      @offset += 4

      @index += 1

      return false

    else

      @offset = 0

    end

    # Set message end waiting flag and callback

    @message_waiting = true

    $game_temp.message_proc = Proc.new { @message_waiting = false }

    # Choices setup

    $game_temp.message_text = ""

    $game_temp.choice_start = 0

    setup_choices(@parameters)

    # Continue

    return true

  end

  #--------------------------------------------------------------------------

  # * Setup Choices

  #--------------------------------------------------------------------------

  def setup_choices(parameters)

    params = parameters.clone

    @offset = 0

    i = @index

    curr = 1

    while curr < $game_temp.num_choices

      i += 1

      if @list[i].code == 102

        params[0] += @list[i].parameters[0]

        if @list[i].parameters[1] == 5

          @cancel_flag = true

        else

          @cancel_flag = false

        end

        params[1] = @list[i].parameters[1] + (curr * 4)

        curr += 1

      end

    end

   

    # Set choice item count to choice_max

    $game_temp.choice_max = params[0].size

    # Set choice to message_text

    $game_temp.choices = params[0]

    # Set cancel processing

    $game_temp.choice_cancel_type = params[1]

   

    if $game_temp.num_choices != 1

      $game_temp.skip_next_choices = $game_temp.num_choices - 1

      $game_temp.num_choices = 1

    end

   

    # Set callback

    current_indent = @list[@index].indent

    $game_temp.choice_proc = Proc.new { |n| @branch[current_indent] = n }

  end

 

  #--------------------------------------------------------------------------

  # * When [**]

  #--------------------------------------------------------------------------

  def command_402

    # If fitting choices are selected

    if @branch[@list[@index].indent] == @parameters[0]

      # Delete branch data

      @branch.delete(@list[@index].indent)

      # Continue

      return true

    end

    # If it doesn't meet the condition: command skip

    return command_skip

  end

 

  #--------------------------------------------------------------------------

  # * When Cancel

  #--------------------------------------------------------------------------

  def command_403

    # If choices are cancelled

    if @cancel_flag

      # Delete branch data

      @branch.delete(@list[@index].indent)

      # Continue

      return true

    end

    # If it doen't meet the condition: command skip

    return command_skip

  end

 

  #--------------------------------------------------------------------------

  # * Input Number

  #--------------------------------------------------------------------------

  def command_103

    # If text has been set to message_text

    if $game_temp.message_text != nil

      # End

      return false

    end

    # Set message end waiting flag and callback

    @message_waiting = true

    $game_temp.message_proc = Proc.new { @message_waiting = false }

    # Number input setup

    $game_temp.message_text = ""

    $game_temp.num_input_start = 0

    $game_temp.num_input_variable_id = @parameters[0]

    $game_temp.num_input_digits_max = @parameters[1]

    # Continue

    return true

  end

 

  #--------------------------------------------------------------------------

  # * Script

  #--------------------------------------------------------------------------

  def command_355

    # Set first line to script

    script = @list[@index].parameters[0] + "\n"

    # Loop

    loop do

      # If next event command is second line of script or after

      if @list[@index + 1].code == 655

        # Add second line or after to script

        script += @list[@index + 1].parameters[0] + "\n"

      # If event command is not second line or after

      else

        # Abort loop

        break

      end

      # Advance index

      @index += 1

    end

    # Evaluation

    result = eval(script)

 

    # Continue

    return true

  end

end

 

# *****************************************************************************

#  Changes to Window_Message.  This is the bulk of the script

# *****************************************************************************

#==============================================================================

# ** Window_Message

#------------------------------------------------------------------------------

#  This message window is used to display text.

#==============================================================================

 

class Window_Message < Window_Selectable

  #--------------------------------------------------------------------------

  # * Object Initialization

  #--------------------------------------------------------------------------

  def initialize

    # x-coordinate depends on justification

    if $game_system.window_justification == RIGHT

      x = 640 - self.width

    elsif $game_system.window_justification == LEFT

      x = 0

    else # center

      x = (640 - $game_system.window_width) / 2

    end

    # y-coordinate depends on height

    y = 480 - $game_system.window_height - 16

    super(x, y, $game_system.window_width, $game_system.window_height)

    self.contents = Bitmap.new(width - 32, height - 32)

    if $game_system.font == ""

      self.contents.font.name = Font.default_name

    else

      self.contents.font.name = $game_system.font

    end

    self.visible = false

    self.z = 9998

    @fade_in = false

    @fade_out = false

    @contents_showing = false

   

    # face graphic sprite

    @face = Sprite.new

    @face.opacity = 0

    @face.z = self.z + 1

    @face_offset = 0

   

    # choice window

    @choice_window = Window_Choice.new([])

    @choice_window.back_opacity = $game_system.back_opacity

   

    # comic sprite

    @comic = Sprite.new

    @comic.opacity = 0

    @comic.z = self.z + 1

    if $game_system.comic_style == TALK1

      @comic.bitmap = RPG::Cache.windowskin("talk1")

    elsif $game_system.comic_style == TALK2

      @comic.bitmap = RPG::Cache.windowskin("talk2")

    else # thought

      @comic.bitmap = RPG::Cache.windowskin("thought")

    end

   

    # window image sprite

    @window_back = Sprite.new

    @window_back.opacity = 0

    @window_back.z = self.z - 1

    if $game_system.window_image != nil

      @window_back.bitmap = RPG::Cache.windowskin($game_system.window_image)

    end

   

    # name window

    @name_window = Window_Name.new

    @name_window.z = self.z + 1

   

    # shake bitmaps

    @shake_sprite = Sprite.new

    @shake_sprite.bitmap = Bitmap.new(width - 32, height - 32)

    @shake_sprite.x = self.x + 16

    @shake_sprite.y = self.y + 8

    @shake_sprite.z = self.z + 1

   

    @pause_time = 0

    @wait = 0

   

    @show = false

   

    @face_frame = 0

  end

  #--------------------------------------------------------------------------

  # * Dispose

  #--------------------------------------------------------------------------

  def dispose

    terminate_message

    $game_temp.message_window_showing = false

    if @input_number_window != nil

      @input_number_window.dispose

    end

    @face.dispose

    @choice_window.dispose

    @comic.dispose

    @name_window.dispose

    @shake_sprite.dispose

    super

  end

  #--------------------------------------------------------------------------

  # * Terminate Message

  #--------------------------------------------------------------------------

  def terminate_message

    @show = false

    self.active = false

    self.pause = false

    self.contents.clear

    # Clear showing flag

    @contents_showing = false

    # Call message callback

    if $game_temp.message_proc != nil

      $game_temp.message_proc.call

    end

    # Clear variables related to text, choices, and number input

    $game_temp.message_text = nil

    $game_temp.message_proc = nil

    $game_temp.choice_start = 99

    $game_temp.choice_max = 0

    $game_temp.choice_cancel_type = 0

    $game_temp.choice_proc = nil

    $game_temp.num_input_start = 99

    $game_temp.num_input_variable_id = 0

    $game_temp.num_input_digits_max = 0

    # Open gold window

    if @gold_window != nil

      @gold_window.dispose

      @gold_window = nil

    end

    @choice_window.visible = false

    @choice_window.active = false

    @comic.opacity = 0

    $game_system.slave_windows.each_pair {|name, window|

      if window.show == true

        window.dispose

        $game_system.slave_windows.delete(name)

      end

    }

    @done = false

  end

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    if $game_system.font_color.nil?

      self.contents.font.color = normal_color

    else

      self.contents.font.color = $game_system.font_color

    end

    if $game_system.windowskin != ""  

      self.windowskin = RPG::Cache.windowskin($game_system.windowskin)

    else

      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)

    end

    if $game_system.comic_style == TALK1

      @comic.bitmap = RPG::Cache.windowskin("talk1")

    elsif $game_system.comic_style == TALK2

      @comic.bitmap = RPG::Cache.windowskin("talk2")

    else # thought

      @comic.bitmap = RPG::Cache.windowskin("thought")

    end

    @show = true

    @x = @y = 0

 

    # If waiting for a message to be displayed

    if $game_temp.message_text != nil

      @text = $game_temp.message_text

     

      # replace shortcuts with original code

      $game_system.shortcuts.each { |shortcut, code|

        @text.gsub!(shortcut, code)

      }

     

      # VERY first thing.  Check to see if this is being set up as a slave

      #  or independent window.

      if @text.index(/\\[Ss][Ll][Vv]\[(.*?)\]/) != nil

        # is this a new slave window, or a request to display it?

        if !$game_system.slave_windows.has_key?($1.to_s)

          # there is no such slave window yet.  Set it up.

          @text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/, "")

          $game_system.slave_windows[$1.to_s] = Window_Slave.new(@text)

          @text = ""

          @show = false

          terminate_message

          return

        end

      end

      if @text.index(/\\[Ii][Nn][Dd]\[(.*?)\]/) != nil

        # is this a new independent window, or a request to display it?

        if !$game_system.indy_windows.has_key?($1.to_s)

          # there is no such slave window yet.  Set it up.

          @text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/, "")

          $game_system.indy_windows[$1.to_s] = Window_Slave.new(@text)

          @text = ""

          @show = false

          terminate_message

          return

        end

      end

     

      # Control text processing

      begin

        last_text = @text.clone

        @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }

      end until @text == last_text

      @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do

        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""

      end

     

      # window mode

      if @text.index(/\\[Mm]/) != nil

        if $game_system.ums_mode == NORMAL_MODE

          $game_system.ums_mode = FIT_WINDOW_TO_TEXT

        else

          $game_system.ums_mode = NORMAL_MODE

        end

        @text.gsub!(/\\[Mm]/) { "" }

      end

     

      # window height

      @text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do

        $game_system.window_height = $1.to_i

        ""

      end

     

      # window width

      @text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do

        $game_system.window_width = $1.to_i

        ""

      end

     

      # justification

      @text.gsub!(/\\[Jj][Rr]/) do

        $game_system.window_justification = RIGHT

        reset_window

        ""

      end

      @text.gsub!(/\\[Jj][Cc]/) do

        $game_system.window_justification = CENTER

        reset_window

        ""

      end      

      @text.gsub!(/\\[Jj][Ll]/) do

        $game_system.window_justification = LEFT

        reset_window

        ""

      end

     

      # face graphics

      @text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do

        $game_system.face_graphic = $1.to_s

        if $1.to_s == ""

          @face.opacity = 0

        end

        ""

      end

      @text.gsub!(/\\[Ff][Ll]/) do

        $game_system.face_graphic_justification = LEFT

        ""

      end

      @text.gsub!(/\\[Ff][Rr]/) do

        $game_system.face_graphic_justification = RIGHT

        ""

      end

     

      # event centering

      @text.gsub!(/\\[Ee]\[([0-9]+)\]/) do

        $game_system.message_event = $1.to_i

        ""

      end

     

      # train actor centering

      @text.gsub!(/\\[Tt][Aa]\[([0-9]+)\]/) do

        $game_system.train_actor = $1.to_i

        ""

      end

     

      # comic thingy

      @text.gsub!(/\\[Tt]1/) do

        $game_system.comic_style = TALK1

        @comic.bitmap = RPG::Cache.windowskin("talk1.png")

        ""

      end

      @text.gsub!(/\\[Tt]2/) do

        $game_system.comic_style = TALK2

        @comic.bitmap = RPG::Cache.windowskin("talk2.png")

        ""

      end

      @text.gsub!(/\\[Tt][Hh]/) do

        $game_system.comic_style = THOUGHT

        @comic.bitmap = RPG::Cache.windowskin("thought.png")

        ""

      end

     

      # name window

      @text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do

        $game_system.name = $1.to_s

        if $1.to_s == ""

          @name_window.visible = false

          @name_window.dummy_window.visible = false

        end

        ""

      end

      # name party window

      @text.gsub!(/\\[Nn][Pp]\[([0-9]+)\]/) do

        actor = $game_party.actors[$1.to_i]

        if actor != nil

          actor.name

        else

          ""

        end

      end

     

      if $game_system.name == ""

        @name_window.visible = false

        @name_window.dummy_window.visible = false

      end

     

     

      # toggle pause

      @text.gsub!(/\\[Pp][Tt]/) do

        $game_system.show_pause = !$game_system.show_pause

        ""

      end

     

      # shaking

      @text.gsub!(/\\[Ss][Kk]\[([0-9]+)\]/) do

        $game_system.text_shake = $1.to_i

        "\030"

      end

      @text.gsub!(/\\[Ss][Kk]/) do

        "\031"

      end

      @text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do

        $game_system.shake = $1.to_i

        ""

      end

     

     

      # back opacity

      @text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do

        $game_system.back_opacity = $1.to_i

        self.back_opacity = $game_system.back_opacity

        ""

      end

     

      # opacity

      @text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do

        $game_system.opacity = $1.to_i

        self.opacity = $game_system.opacity

        ""

      end

     

      # Change "\\\\" to "\000" for convenience

      @text.gsub!(/\\\\/) { "\000" }

      # Change "\\C" to "\001" and "\\G" to "\002"

      @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }

      @text.gsub!(/\\[Gg]/) { "\002" }

      @text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }

     

      # text skip code

      @text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" }

     

      # ignore code

      @text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" }

     

      # slave and indy windows

      @text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/) { "\024[#{$1}]" }

      @text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/) { "\025[#{$1}]" }

     

      # bold and italics

      @text.gsub!(/\\[Bb]/) { "\004" }

      @text.gsub!(/\\[Ii]/) { "\005" }

     

      # shadow

      @text.gsub!(/\\[Ss]/) { "\006" }

     

      # font

      @text.gsub!(/\\[Ff][Oo][Nn][Tt]\[(.*?)\]/) { "\007[#{$1}]" }

     

      # pause and wait

      @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" }

      @text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" }

     

      # write speed

      @text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" }

           

      # armor, items, skills, and weapons

      @text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) {

        item = $data_armors[$1.to_i]

        "\014[#{$1}]" + "  " + item.name

      }

      @text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) {

        item = $data_items[$1.to_i]

        "\015[#{$1}]" + "  " + item.name

      }

      @text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) {

        item = $data_skills[$1.to_i]

        "\016[#{$1}]" + "  " + item.name

      }

      @text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) {

        item = $data_weapons[$1.to_i]

        "\017[#{$1}]" + "  " + item.name

      }

      @text.gsub!(/\\[Ii][Cc]\[(.*?)\]/) {

        "\027[#{$1}]"

      }

     

      # text justification

      @text.gsub!(/\\[Tt][Cc]/) { "\020" }

      @text.gsub!(/\\[Tt][Ll]/) { "\021" }

      @text.gsub!(/\\[Tt][Rr]/) { "\022" }

     

      # Resize the window to fit the contents?

      if $game_system.ums_mode == FIT_WINDOW_TO_TEXT

        width = 1

        text = @text.split("\n")

        height = 0

        i = 0

        for line in text

          # don't count this line's width if it has the ignr code

          if !line.include?("\023")

            self.contents.font.size = Font.default_size

            width = [width, self.contents.text_size(line).width].max

            delta = self.contents.text_size(line).height

            height += delta + (delta * 0.2).to_i

          end

        end

 

       

        if $game_system.face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)

          width += @face.bitmap.width

          if height < @face.bitmap.height

            height = @face.bitmap.height - 32

          end

        end

       

        if height == 0

          height = 1

        end

       

        self.width = width + 48

        self.height = height + 48

        self.contents = Bitmap.new(width + 16, height)

       

        if $game_system.font == ""

          self.contents.font.name = Font.default_name

        else

          self.contents.font.name = $game_system.font

        end

       

        if $game_system.font_color.nil?

          self.contents.font.color = normal_color

        else

          self.contents.font.color = $game_system.font_color

        end

      else # normal mode

        if self.width != $game_system.window_height or self.height != $game_system.window_width

          self.width = $game_system.window_width

          self.height = $game_system.window_height

         

          # check to see if overall text height is greater than window height

          text = @text.split("\n")

          height = 0

          i = 0

          for line in text

            # don't count this line's width if it has the ignr code

            if !line.include?("\023")

              self.contents.font.size = Font.default_size

              delta = self.contents.text_size(line).height

              height += delta + (delta * 0.2).to_i

            end

          end

          height += 32

         

          if (height > self.height)

            self.contents = Bitmap.new(self.width - 32, height - 32)

          else

            self.contents = Bitmap.new(self.width - 32, self.height - 32)

          end

         

          if $game_system.font == ""

            self.contents.font.name = Font.default_name

          else

            self.contents.font.name = $game_system.font

          end

          if $game_system.font_color.nil?

            self.contents.font.color = normal_color

          else

            self.contents.font.color = $game_system.font_color

          end

        end

      end

     

      if $game_system.window_image != nil

        # figure out how we're going to resize this          

        @window_back.zoom_x = self.width.to_f / @window_back.bitmap.width

        @window_back.zoom_y = self.height.to_f / @window_back.bitmap.height

      end

     

      reset_window

     

      get_x_value

     

      @count = Graphics.frame_count

      @pause_time = 0

      @ignore = false

      @ascending = true

      @target_x = self.x + $game_system.shake

      @target_x2 = @shake_sprite.x + $game_system.text_shake

      @done = false

      @face_frame = 0

      @done = false

     

      self.oy = 0

    end

   

   

  end

 

  #--------------------------------------------------------------------------

  # * Set Window Position and Opacity Level

  #--------------------------------------------------------------------------

  def reset_window (change_opacity = true)

    # x-coordinate depends on justification

    if $game_system.message_event == -1 and $game_system.train_actor == -1

      if $game_system.window_justification == RIGHT

        self.x = 640 - $game_system.window_width

      elsif $game_system.window_justification == LEFT

        self.x = 0

      else # center

        self.x = (640 - self.width) / 2

      end

    elsif $game_system.train_actor >= 0

      if $game_system.train_actor == 0 or $game_system.train_actor > $game_party.actors.size - 1

        # center on player

        event_x = $game_player.screen_x

      else

        # center on train actor

        event_x = $game_train.actors[$game_system.train_actor - 1].screen_x

      end

      self.x = event_x - self.width / 2

      @comic.x = self.x + (self.width / 2) + 4

    else

      if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil

        # center on player

        event_x = $game_player.screen_x

      else

        # center on the event specified

        event_x = $game_map.events[$game_system.message_event].screen_x

      end

      self.x = event_x - self.width / 2

      @comic.x = self.x + (self.width / 2) + 4

    end

   

    if $game_temp.in_battle

      self.y = 16

    else

      if $game_system.message_event == -1 and $game_system.train_actor == -1

        case $game_system.message_position

          when 0  # up

            self.y = 16

          when 1  # middle

            self.y = (480 - $game_system.window_height) / 2

          when 2  # down

            self.y = 480 - $game_system.window_height - 24

        end

      elsif $game_system.train_actor >= 0

        if $game_system.train_actor == 0 or $game_system.train_actor > $game_party.actors.size - 1

          # center on player

          self.y = $game_player.screen_y - self.height - 48

        else

          # center on train actor

          self.y = $game_train.actors[$game_system.train_actor - 1].screen_y - self.height - 48

        end

        @comic.y = self.y + self.height - 2

        @comic.angle = 0

      else

        if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil

          # above player

          self.y = $game_player.screen_y - self.height - 48

        else

          # above event specified

          self.y = $game_map.events[$game_system.message_event].screen_y - self.height - 48

        end

        @comic.y = self.y + self.height - 2

        @comic.angle = 0

      end

    end

    if self.y < 0 + ($game_system.name == "" ? 0 : 16)

      if $game_system.comic_enabled

        if $game_system.message_event == 0 or $game_map.events[$game_system.message_event] == nil

          self.y = $game_player.screen_y - 16

        else

          self.y = $game_map.events[$game_system.message_event].screen_y - 16

        end

        @comic.angle = 180

        @comic.y = self.y + 2

        @comic.x = self.x + (self.width / 2) - 4

      else

        self.y = 0 + ($game_system.name == "" ? 0 : 16)

      end

    elsif self.y > 480 - self.height

      self.y = 480 - self.height

    end

    if self.x < 0

      self.x = 0

    elsif self.x > 680 - self.width - 48

      self.x = 640 - self.width

    end

   

    if change_opacity

      if $game_system.message_frame == 0 and $game_temp.message_text != ""

        self.opacity = $game_system.opacity

      else

        self.opacity = 0

      end

      self.back_opacity = $game_system.back_opacity

    end

   

    # window back stuff

    if $game_system.window_image != nil

      @window_back.bitmap = RPG::Cache.windowskin($game_system.window_image)

      @window_back.x = self.x

      @window_back.y = self.y

    end

   

      # face stuff

      if $game_system.face_graphic != ""  

        # the player has chosen to show a face graphic

        if @done and $game_system.resting_face != ""

          @face.bitmap = RPG::Cache.picture($game_system.face_graphic + $game_system.resting_face)

          if @face_frame * $game_system.face_frame_width >= @face.bitmap.width

            @face_frame = 0

          end

        else

          @face.bitmap = RPG::Cache.picture($game_system.face_graphic)

        end

       

        # picture y-coordinate

        if $game_system.face_graphic_position == ABOVE

          @face.y = self.y - @face.bitmap.height

          @face_offset = 0

        elsif $game_system.face_graphic_position == CENTER

          delta = (@face.bitmap.height - self.height) / 2

          @face.y = self.y - delta

          if $game_system.animated_faces

            @face_offset = $game_system.face_frame_width + 16

          else

            @face_offset = @face.bitmap.width + 16

          end

        elsif $game_system.face_graphic_position == BOTTOM

          @face.y = self.y + self.height - @face.bitmap.height

          if $game_system.animated_faces

            @face_offset = $game_system.face_frame_width + 16

          else

            @face_offset = @face.bitmap.width + 16

          end

        else # side

          delta = (@face.bitmap.height - self.height) / 2

          @face.y = self.y - delta

          @face_offset = 0

        end

       

        # picture x-coordinate

        if $game_system.face_graphic_justification == LEFT

          if $game_system.face_graphic_position == SIDE

            @face.x = self.x - @face.bitmap.width

          else

            @face.x = self.x + 10

          end

        else # right side

          if $game_system.animated_faces

            offset = @face.bitmap.width - $game_system.face_frame_width

          else

            offset = 0

          end

          if $game_system.face_graphic_position == SIDE

            @face.x = self.x + self.width + offset

          else

            @face.x = self.x + self.width - @face.bitmap.width - 10 + offset

            @face_offset = 0

          end

        end

       

        if $game_system.animated_faces

          @face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height)

          if @done and $game_system.resting_face != ""

            pause = $game_system.resting_animation_pause

          else

            pause = $game_system.animation_pause

          end

          if Graphics.frame_count % pause == 0

            @animate_face = true

          end

          if @animate_face

            if Graphics.frame_count % 3 == 0

              @face_frame += 1

              if @face_frame * $game_system.face_frame_width >= @face.bitmap.width

                @face_frame = 0

                @animate_face = false

              end

            end

          end

        end

      end

     

      # name window

      if $game_system.name != ""

        @name_window.x = self.x

        @name_window.y = self.y - 36

        @name_window.set_name($game_system.name)

      end

     

      # If choice

    if $game_temp.choice_max > 0

      @choice_window.set_choices($game_temp.choices)

      # determine x and y coords for choice window

      if $game_system.choice_justification == LEFT

        @choice_window.x = self.x

      else

        @choice_window.x = self.x + self.width - @choice_window.width

      end

      if $game_system.choice_position == ABOVE

        # check to make sure there is enough room above the textbox

        if self.y < @choice_window.height

          # not enough room above, place below

          @choice_window.y = self.y + self.height

        else

          # draw above

          @choice_window.y = self.y - @choice_window.height

        end

      elsif $game_system.choice_position == BOTTOM

        # check to make sure there is enough room below the textbox

        if (480 - self.y - self.height) < @choice_window.height

          # not enough room below, place above

          @choice_window.y = self.y - @choice_window.height

        else

          # draw below

          @choice_window.y = self.y + self.height

        end

      else # side

        if $game_system.choice_justification == LEFT

          # check to make sure there's room on the left side

          if self.y < @choice_window.width

            # not enough room on the side, check to make sure there's room below

            if (480 - self.y - self.height) < @choice_window.height

              # not enough room below, place above

              @choice_window.y = self.y - @choice_window.height

            else

              # draw below

              @choice_window.y = self.y + self.height

            end

          else

            # place on the left side

            @choice_window.y = self.y

            @choice_window.x = self.x - @choice_window.width

          end

        else # right

          # check to make sure there's room on the right side

          if (680 - (self.y + self.width)) < @choice_window.width

            # not enough room on the side, check to make sure there's room below

            if (480 - self.y - self.height) < @choice_window.height

              # not enough room below, place above

              @choice_window.y = self.y - @choice_window.height

            else

              # draw below

              @choice_window.y = self.y + self.height

            end

          else

            # place on the left side

            @choice_window.y = self.y

            @choice_window.x = self.x + self.width

          end

        end

      end

    end

   

    # If number input

    if $game_temp.num_input_variable_id > 0

      if @input_number_window == nil

        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

      end

      # determine x and y coords for number input window

      if $game_system.choice_justification == LEFT

        @input_number_window.x = self.x

      else

        @input_number_window.x = self.x + self.width - @input_number_window.width

      end

      if $game_system.choice_position == ABOVE

        # check to make sure there is enough room above the textbox

        if self.y < @input_number_window.height

          # not enough room above, place below

          @input_number_window.y = self.y + self.height

        else

          # draw above

          @input_number_window.y = self.y - @choice_window.height

        end

      elsif $game_system.choice_position == BOTTOM

        # check to make sure there is enough room below the textbox

        if (480 - self.y - self.height) < @input_number_window.height

          # not enough room below, place above

          @input_number_window.y = self.y - @input_number_window.height

        else

          # draw below

          @input_number_window.y = self.y + self.height

        end

      else # side

        if $game_system.choice_justification == LEFT

          # check to make sure there's room on the left side

          if self.y < @input_number_window.width

            # not enough room on the side, check to make sure there's room below

            if (480 - self.y - self.height) < @input_number_window.height

              # not enough room below, place above

              @input_number_window.y = self.y - @input_number_window.height

            else

              # draw below

              @input_number_window.y = self.y + self.height

            end

          else

            # place on the left side

            @input_number_window.y = self.y

            @input_number_window.x = self.x - @choice_window.width

          end

        else # right

          # check to make sure there's room on the right side

          if (680 - (self.y + self.width)) < @input_number_window.width

            # not enough room on the side, check to make sure there's room below

            if (480 - self.y - self.height) < @input_number_window.height

              # not enough room below, place above

              @input_number_window.y = self.y - @input_number_window.height

            else

              # draw below

              @input_number_window.y = self.y + self.height

            end

          else

            # place on the left side

            @input_number_window.y = self.y

            @input_number_window.x = self.x + self.width

          end

        end

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    super

   

    if (@contents_showing and $game_system.message_event != -1 and $game_system.shake == 0) or $game_system.animated_faces

      reset_window(false)

    end

   

    if $game_system.shake != 0  # shake the window

      if @ascending

        if @target_x != self.x

          self.x += 1

        else

          @ascending = false

          @target_x = self.x - ($game_system.shake * 2)

        end

      else

        if @target_x != self.x

          self.x -= 1

        else

          @ascending = true

          @target_x = self.x + ($game_system.shake * 2)

        end

      end

    end

   

    if $game_system.text_shake != 0  # shake the text

      if @ascending

        if @target_x2 != @shake_sprite.x

          @shake_sprite.x += 1

        else

          @ascending = false

          @target_x2 = @shake_sprite.x - ($game_system.text_shake * 2)

        end

      else

        if @target_x2 != @shake_sprite.x

          @shake_sprite.x -= 1

        else

          @ascending = true

          @target_x2 = @shake_sprite.x + ($game_system.text_shake * 2)

        end

      end

    end

   

    @name_window.update

   

    if @wait > 0

      @wait -= 1

      if @wait == 0

        terminate_message

        return

      end

    end

   

    # If fade in

    if @fade_in

      if $game_temp.message_text == ""

        @fade_in = false

        return

      end

      self.contents_opacity += 24

      if $game_system.face_graphic != ""

        @face.opacity += 24

      end

      if $game_system.window_image != nil

        @window_back.opacity += 24

      end

      if $game_system.comic_enabled and $game_system.message_event != -1

        @comic.opacity = self.opacity

        @comic.visible = self.visible

      end

      @shake_sprite.visible = true

     

      if $game_system.name != "" and @show

        @name_window.visible = true

        if $game_system.name_window

          @name_window.dummy_window.visible = true

        end

      end

      if @input_number_window != nil

        @input_number_window.contents_opacity += 24

      end

      if self.contents_opacity == 255

        @fade_in = false

      end

      return

    end

   

    # write the text

    if @text != nil and @text != ""

      speed = $game_system.write_speed

      if $game_system.text_mode == ALL_AT_ONCE or $game_temp.in_battle

        while (c = @text.slice!(/./m)) != nil

          write_char(c)

        end

        $game_system.slave_windows.each_value { |window| window.write_all }

        return

      end

      if $game_system.text_skip

        if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C)

          # the player is holding the action button, write faster

          speed /= 3

        elsif $game_system.skip_mode == WRITE_ALL and Input.trigger?(Input::C)

          # the player pressed the action button, write all the text

          while (c = @text.slice!(/./m)) != nil

            write_char(c)

          end

          $game_system.slave_windows.each_value { |window| window.write_all }

          return

        end

      end

      while @ignore

        c = @text.slice!(/./m)

        if c != nil

          write_char(c)

        end

      end

      if @pause_time > 0

        @pause_time -= 1

        return

      end

      if Graphics.frame_count - @count >= speed

        if $game_system.sound_effect != ""

          Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100)

        end

        @count = Graphics.frame_count

        c = @text.slice!(/./m)

        if c != nil

          write_char(c)

        end

      end

      return

    end

   

    if $game_system.animated_faces and $game_system.resting_face != ""

      @done = true

    end

   

    # If inputting number

    if @input_number_window != nil

      @input_number_window.update

      # Confirm

      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

        # Dispose of number input window

        @input_number_window.dispose

        @input_number_window = nil

        terminate_message

      end

      return

    end

   

    if @wait != 0

      return

    end

   

    # If message is being displayed and contents are all written

    if @contents_showing

      # if choice

      if $game_temp.choice_max > 0

        if !@choice_window.active

          @choice_window.visible = true

          @choice_window.active = true

          @choice_window.index = 0

        end

        @choice_window.update

      else

        # If choice isn't being displayed, show pause sign

        self.pause = $game_system.show_pause

      end

        # Cancel

        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

        # Confirm

        if Input.trigger?(Input::C) and !(@wait > 0)

          @done = true

          $game_system.slave_windows.each_value { |window|

            window.write_all

            if !window.done

              @done = false

            end

          }

          if @done

            if $game_temp.choice_max > 0

              $game_system.se_play($data_system.decision_se)

              $game_temp.choice_proc.call(@choice_window.index)

            end

            terminate_message

          else

            @finishing_up = true

          end

        end

        return

      end

     

    if @finishing_up

      $game_system.slave_windows.each_value { |window|

        if !window.done

          @done = true

          break

        end

      }

     

      if @done = false

        terminate_message

      end

    end

    # If display wait message or choice exists when not fading out

    if @fade_out == false and $game_temp.message_text != nil

      @contents_showing = true

      $game_temp.message_window_showing = true

     

      reset_window

      refresh

      Graphics.frame_reset

      if @show

        self.visible = true

      end

      self.contents_opacity = 0

      if @input_number_window != nil

        @input_number_window.contents_opacity = 0

      end

      @fade_in = true

      return

    end

    # If message which should be displayed is not shown, but window is visible

    if self.visible

      @fade_out = true

      self.opacity -= 48

      @name_window.opacity -= 48

      @shake_sprite.opacity -= 48

      @comic.opacity -= 48

      @face.opacity -= 48

      @window_back.opacity -= 48

      if self.opacity == 0

        self.visible = false

        @face.opacity = 0

        @window_back.opacity = 0

        @choice_window.visible = false

        @choice_window.active = false

        @comic.opacity = 0

        @name_window.visible = false

        @shake_sprite.bitmap.clear

        @shake_sprite.opacity = 255

        @name_window.dummy_window.visible = false

        @name_window.update

        @fade_out = false

        $game_temp.message_window_showing = false

      end

      return

    end

   

    if $game_temp.battle_calling or $game_temp.shop_calling or $game_temp.name_calling or $game_temp.menu_calling or $game_temp.save_calling or $game_temp.debug_calling

     

        $game_system.indy_windows.each_pair {|name, window|

          if window.show == true

            window.dispose

            $game_system.indy_windows.delete(name)

          end

        }

    end

  end

 

  #--------------------------------------------------------------------------

  # * Process and write the given character

  #--------------------------------------------------------------------------

  def write_char(c)

    if c == "\000"

      # Return to original text

      c = "\\"

    end

    # If \C[n]

    if c == "\001"

    # Change text color

      @text.sub!(/\[([0-9]+)\]/, "")

      color = $1.to_i

      if color >= 0 and color <= 7

        self.contents.font.color = text_color(color)

      end

      # go to next text

      return

    end

    # If \G

    if c == "\002"

      # Make gold window

      if @gold_window == nil

        @gold_window = Window_Gold.new

        @gold_window.x = 560 - @gold_window.width

        if $game_temp.in_battle

          @gold_window.y = 192

        else

          @gold_window.y = self.y >= 128 ? 32 : 384

        end

        @gold_window.opacity = self.opacity

        @gold_window.back_opacity = self.back_opacity

      end

      # go to next text

      return

    end

    # If \skip

    if c == "\003"

      # toggle text skipping

      $game_system.text_skip = !$game_system.text_skip

      # go to next text

      return

    end

    # If \b

    if c == "\004"

      # toggle bold

      self.contents.font.bold = !self.contents.font.bold

      # go to next text

      return

    end

    # If \i

    if c == "\005"

      # toggle italics

      self.contents.font.italic = !self.contents.font.italic

      # go to next text

      return

    end

    # If \s

    if c == "\006"

      # toggle shadow

      $game_system.shadowed_text = !$game_system.shadowed_text

      # go to next text

      return

    end

    # If \font

    if c == "\007"

      # change font

      @text.sub!(/\[(.*?)\]/, "")

      font = $1.to_s

      $game_system.font = font

      if font == ""

        self.contents.font.name = Font.default_name

      else

        self.contents.font.name = font

      end

      # go to next text

      return

    end

    # If \p[n]

    if c == "\010"

      @text.sub!(/\[([0-9]+)\]/, "")

      @pause_time = $1.to_i

 

      # go to next text

      return

    end

   

    # If \w[n]

    if c == "\011"

      @text.sub!(/\[([0-9]+)\]/, "")

      @wait = $1.to_i

 

      # go to next text

      return

    end

   

    # If \ws[n]

    if c == "\013"

      @text.sub!(/\[([0-9]+)\]/, "")

      $game_system.write_speed = $1.to_i

 

      # go to next text

      return

    end

    # If \oa[n]

    if c == "\014"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_armors[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      line = self.contents.text_size("dj").height

      self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \oi[n]

    if c == "\015"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_items[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      line = self.contents.text_size("dj").height

      self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \ic[name]

    if c == "\027"

      @text.sub!(/\[(.*?)\]/, "")

      # draw the icon

      icon = RPG::Cache.icon($1.to_s)

      line = self.contents.text_size("dj").height

      self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \os[n]

    if c == "\016"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_skills[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      line = self.contents.text_size("dj").height

      self.contents.blt(@x + 2, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \ow[n]

    if c == "\017"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_weapons[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      line = self.contents.text_size("dj").height

      self.contents.blt(@x + 2, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

     

      # go to next text

      return

    end

   

    # If \tc

    if c == "\020"

      # center justify

      $game_system.text_justification = CENTER

      get_x_value

      # go to next text

      return

    end

   

    # If \tl

    if c == "\021"

      # left justify

      $game_system.text_justification = LEFT

      get_x_value

      # go to next text

      return

    end

   

    # If \tr

    if c == "\022"

      # right justify

      $game_system.text_justification = RIGHT

      get_x_value

      # go to next text

      return

    end

   

    # If \ignr

    if c == "\023"

      # set ignore flage

      @ignore = true

      # go to next text

      return

    end

   

    # if \slv

    if c == "\024"

      # we need to show a slave window

      @text.sub!(/\[(.*?)\]/, "")

      name = $1.to_s

      $game_system.slave_windows[name].show = true

      return

    end

   

    # if \ind

    if c == "\025"

      # we need to show a independent window

      @text.sub!(/\[(.*?)\]/, "")

      name = $1.to_s

      if $game_system.indy_windows[name].show

        $game_system.indy_windows[name].dispose

        $game_system.indy_windows.delete(name)

      else

        $game_system.indy_windows[name].show = true

      end

      return

    end

   

    # if \c (hex color)

    if c == "\026"

      # convert hex color to RGB

      @text.sub!(/\[([0123456789abcdef]+)\]/, "")

      hex_code = $1.to_s

     

      red   = ("0x" + hex_code.slice(0..1)).hex

      blue  = ("0x" + hex_code.slice(2..3)).hex

      green = ("0x" + hex_code.slice(4..5)).hex

     

      self.contents.font.color = Color.new(red, blue, green)

      return

    end

   

    # if \sk[i] (begin shake)

    if c == "\030"

      @shake_text = true

      return

    end

    # if \sk (end shake)

    if c == "\031"

      @shake_text = false

      return

    end

   

    # If new line text

    if c == "\n"

      # Add 1 to y

      if !@ignore

        @y += 1

      end

      # check for scroll

      line = self.contents.text_size("dj").height

      if @y * line + 2 > self.height - 32 - line and @text.slice(/./m) != nil

        self.oy += line

      end

      if @text != ""

        get_x_value

      end

      @ignore = false

 

      # go to next text

      return

    end

    if @ignore

      return

    end

    # Draw text

    line = self.contents.text_size("dj").height

    if $game_system.shadowed_text

      old_color = self.contents.font.color.clone

      if @shake_text

        @shake_sprite.bitmap.font.color = $game_system.shadow_color    

        @shake_sprite.bitmap.draw_text(6 + @x, line * @y + 2, 40, 32, c)

        @shake_sprite.bitmap.font.color = old_color

      else

        self.contents.font.color = $game_system.shadow_color    

        self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)

        self.contents.font.color = old_color

      end

    end

    if @shake_text

      @shake_sprite.bitmap.draw_text(4 + @x, line * @y, 40, 32, c)

    else

      self.contents.draw_text(4 + @x, line * @y, 40, 32, c)

    end

    # Add x to drawn text width

    @x += self.contents.text_size(c).width

  end

 

  def get_x_value

    # text justification - offset for first line

    if $game_system.text_justification == CENTER

      # get the length of the current line

      w = self.contents.text_size(@text.split("\n")[0]).width

      @x = (self.width - w - 48) / 2

    elsif $game_system.text_justification == RIGHT

      # get the length of the current line

      w = self.contents.text_size(@text.split("\n")[0]).width

      @x = self.width - w - 48

    else # left

      if $game_system.face_graphic == ""

        @x = 0

      else

        @x = @face_offset

      end

    end

  end

   

end

 

#==============================================================================

# ** Window_Choice

#------------------------------------------------------------------------------

#  This message window is used to display choices.

#==============================================================================

class Window_Choice < Window_Selectable

  def initialize (choices)

    super(0, 0, 32, choices.size * 32)

    self.visible = false

    self.active = false

    self.z = 9999

    @index = 0

    @item_max = choices.size

    @choices = choices

    self.contents = Bitmap.new(32, 32)

    self.opacity = $game_system.opacity

    self.back_opacity = $game_system.back_opacity

  end

 

  def refresh

    # determine necessary width

    width = 64

    for line in @choices

      width = [width, (self.contents.text_size(line).width + 48)].max

    end

    self.width = width

    self.height = @choices.size * 32 + 32

    self.contents = Bitmap.new(width - 32, height - 32)

    if $game_system.font == ""

      self.contents.font.name = Font.default_name

    else

      self.contents.font.name = $game_system.font

    end

    if $game_system.font_color.nil?

      self.contents.font.color = normal_color

    else

      self.contents.font.color = $game_system.font_color

    end

    if $game_system.windowskin != ""  

      self.windowskin = RPG::Cache.windowskin($game_system.windowskin)

    else

      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)

    end

   

    # draw choices

    @y = 0

    for line in @choices

      @x = 0

      @text = line

      while (c = line.slice!(/./m)) != nil

        write_char(c)

      end

      @y += 1

    end

  end

 

  def write_char(c)

   

    # If \oa[n]

    if c == "\014"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_armors[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      self.contents.blt(@x + 4, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

    end

   

    # If \oi[n]

    if c == "\015"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_items[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      self.contents.blt(@x + 4, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \ic[name]

    if c == "\027"

      @text.sub!(/\[(.*?)\]/, "")

      # draw the icon

      icon = RPG::Cache.icon($1.to_s)

      self.contents.blt(@x + 4, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \os[n]

    if c == "\016"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_skills[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \ow[n]

    if c == "\017"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_weapons[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

     

      # go to next text

      return

    end

   

    # If \ic[name]

    if c == "\027"

      @text.sub!(/\[(.*?)\]/, "")

      # draw the icon

      icon = RPG::Cache.icon($1.to_s)

      self.contents.blt(@x + 4, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \C[n]

    if c == "\001"

    # Change text color

      @text.sub!(/\[([0-9]+)\]/, "")

      color = $1.to_i

      if color >= 0 and color <= 7

        self.contents.font.color = text_color(color)

      end

      # go to next text

      return

    end

   

    # if \c (hex color)

    if c == "\026"

      # convert hex color to RGB

      @text.sub!(/\[([0123456789abcdef]+)\]/, "")

      hex_code = $1.to_s

     

      red   = ("0x" + hex_code.slice(0..1)).hex

      blue  = ("0x" + hex_code.slice(2..3)).hex

      green = ("0x" + hex_code.slice(4..5)).hex

     

      self.contents.font.color = Color.new(red, blue, green)

      return

    end

   

    # Draw text

    line = 32

    if $game_system.shadowed_text

      old_color = self.contents.font.color.clone

      self.contents.font.color = $game_system.shadow_color    

      self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)

      self.contents.font.color = old_color

    end

    self.contents.draw_text(4 + @x, line * @y, 40, 32, c)

    # Add x to drawn text width

    @x += self.contents.text_size(c).width

  end

     

  def set_choices(choices)

    @choices = Array.new

    for choice in choices

      @choices.push(choice.clone)

    end

    @item_max = @choices.size

    for choice in choices

      # variables

      choice.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }

     

      # actor names

      choice.gsub!(/\\[Nn]\[([0-9]+)\]/) {

        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""

      }

      choice.gsub!(/\\[Nn][Pp]\[([0-9]+)\]/) {

        $game_party.actors[$1.to_i] != nil ? $game_party.actors[$1.to_i].name : ""

      }

     

      # armor, items, skills, and weapons

      choice.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) {

        item = $data_armors[$1.to_i]

        "\014[#{$1}]" + "  " + item.name

      }

      choice.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) {

        item = $data_items[$1.to_i]

        "\015[#{$1}]" + "  " + item.name

      }

      choice.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) {

        item = $data_skills[$1.to_i]

        "\016[#{$1}]" + "  " + item.name

      }

      choice.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) {

        item = $data_weapons[$1.to_i]

        "\017[#{$1}]" + "  " + item.name

      }

      choice.gsub!(/\\[Ii][Cc]\[(.*?)\]/) {

        "\027[#{$1}]"

      }

     

      # color

      choice.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }

      choice.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }

     

    end

    refresh

  end

end

 

#==============================================================================

# ** Window_Name

#------------------------------------------------------------------------------

#  This window is used to display names above the message window.  Uncomment

#   and modify the various sections to customize.

#==============================================================================

class Window_Name < Window_Base

  attr_accessor :dummy_window

 

  def initialize

    super(0, 0, 32, 64)

    self.contents = Bitmap.new(32, 32)

    self.opacity = 0

   

   

    @dummy_window = Window_Dummy.new

   

    self.visible = false

  end

 

  def set_name(name)

    @name = name

    refresh

  end

 

  def refresh

    if @name == nil

      return

    end

    self.width = self.contents.text_size(@name).width + 48

    self.contents = Bitmap.new(width - 32, height - 32)

   

   

    if $game_system.name_window

      @dummy_window.x = self.x

      @dummy_window.y = self.y + 12

      @dummy_window.set(height - 24, width - 12)

    end

   

    if $game_system.font == ""

      self.contents.font.name = Font.default_name

    else

      self.contents.font.name = $game_system.font

    end

    # uncomment this and change the font to give the name window a fancy font

    #self.contents.font.name = "Ariel"

    self.contents.font.color = Color.new(0, 0, 0, 255)

    self.contents.draw_text(0, 0, self.width, 32, @name)

    self.contents.draw_text(0, 2, self.width, 32, @name)

    self.contents.draw_text(2, 0, self.width, 32, @name)

    self.contents.draw_text(2, 2, self.width, 32, @name)

    # change the color to give the name window a seperate color

    self.contents.font.color = normal_color

    self.contents.draw_text(1, 1, self.width, 32, @name)

  end

 

  def visible=(v)

    if $game_system.name_window

      @dummy_window.visible = v

    end

    super(v)

  end

 

 

 

  def update

    super

    if $game_system.name_window

      @dummy_window.x = self.x

      @dummy_window.y = self.y + 12

      @dummy_window.update

    end

  end

 

  def dispose

    @dummy_window.dispose

    super

  end

end

 

class Window_Dummy < Window_Base

  def initialize

    super(0, 0, 32, 64)

    self.z = 9999

    self.visible = false

   

  end

 

  def set(height, width)

    self.height = height

    self.width = width

  end

 

  def update

    super

    if $game_system.windowskin != ""  

      self.windowskin = RPG::Cache.windowskin($game_system.windowskin)

    else

      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)

    end

#    self.windowskin = RPG::Cache.windowskin('sandstone')

  end

end

 

#==============================================================================

# ** Window_Slave

#------------------------------------------------------------------------------

#  These are slave windows to the main message window.  They will close when

#   the user terminates them.  Initial settings are identical to the main

#   message window, with one exception.  When in normal mode, it will apear

#   above if the main message is below, below if it is above or centered.  Use

#   message codes to change the settings for this window.

#==============================================================================

class Window_Slave < Window_Base

  attr_accessor :show

  attr_reader :done

 

  def write_all

    @write_all = true

  end

 

  #--------------------------------------------------------------------------

  # * Object Initialization

  #--------------------------------------------------------------------------

  def initialize (text)

    super(0, 0, 33, 33)

    @text = text

   

    # x-coordinate depends on justification

    if @justification == RIGHT

      self.x = 640 - self.width

    elsif @justification == LEFT

      self.x = 0

    else # center

      self.x = (640 - self.width) / 2

    end

    # y-coordinate depends on height

    self.y = 480 - $game_system.window_height - 16

    self.contents = Bitmap.new(width - 32, height - 32)

    if $game_system.font == ""

      self.contents.font.name = Font.default_name

    else

      self.contents.font.name = $game_system.font

    end

    self.visible = false

    self.z = 9998

    @fade_in = false

    @fade_out = false

    @contents_showing = false

   

    # face graphic sprite

    @face = Sprite.new

    @face.opacity = 0

    @face.z = self.z + 1

    @face_offset = 0

   

    # choice window

    @choice_window = Window_Choice.new([])

    @choice_window.back_opacity = $game_system.back_opacity

   

    @comic_style = $game_system.comic_style

    @name = $game_system.name

   

    # comic sprite

    @comic = Sprite.new

    @comic.opacity = 0

    @comic.z = self.z + 1

    if @comic_style == TALK1

      @comic.bitmap = RPG::Cache.windowskin("talk1")

    elsif @comic_style == TALK2

      @comic.bitmap = RPG::Cache.windowskin("talk2")

    else # thought

      @comic.bitmap = RPG::Cache.windowskin("thought")

    end

   

    # shake bitmaps

    @shake_sprite = Sprite.new

    @shake_sprite.bitmap = Bitmap.new(width - 32, height - 32)

    @shake_sprite.x = self.x + 16

    @shake_sprite.y = self.y + 8

    @shake_sprite.z = self.z + 1

   

    @pause_time = 0

    @wait = 0

   

    @mode = $game_system.ums_mode

    self.height = $game_system.window_height

    self.width = $game_system.window_width

    @justification = $game_system.window_justification

    @face_graphic = $game_system.face_graphic

    @face_graphic_justification = $game_system.face_graphic_justification

    @message_event = $game_system.message_event

    if $game_system.message_position == 2 # down

      @message_position = 0

    else

      @message_postion = 2

    end

    @face_graphic_position = $game_system.face_graphic_position

    if $game_system.font == ""

      @font = Font.default_name

    else

      @font = $game_system.font

    end

    @text_justification = $game_system.text_justification

   

    @shake = $game_system.shake

   

    @face_frame = 0

   

    refresh

  end

  #--------------------------------------------------------------------------

  # * Dispose

  #--------------------------------------------------------------------------

  def dispose

    terminate_message

    $game_temp.message_window_showing = false

    if @input_number_window != nil

      @input_number_window.dispose

    end

    @face.dispose

    @choice_window.dispose

    @comic.dispose

    @shake_sprite.dispose

    if @name_window != nil

      @name_window.dispose

    end

    super

  end

  #--------------------------------------------------------------------------

  # * Terminate Message

  #--------------------------------------------------------------------------

  def terminate_message

    self.active = false

    self.pause = false

    self.contents.clear

    # Clear showing flag

    @contents_showing = false

    # Call message callback

    if $game_temp.message_proc != nil

      $game_temp.message_proc.call

    end

    # Clear variables related to text, choices, and number input

    $game_temp.message_text = nil

    $game_temp.message_proc = nil

    $game_temp.choice_start = 99

    $game_temp.choice_max = 0

    $game_temp.choice_cancel_type = 0

    $game_temp.choice_proc = nil

    $game_temp.num_input_start = 99

    $game_temp.num_input_variable_id = 0

    $game_temp.num_input_digits_max = 0

    # Open gold window

    if @gold_window != nil

      @gold_window.dispose

      @gold_window = nil

    end

    @choice_window.visible = false

    @choice_window.active = false

    @comic.opacity = 0

  end

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

   

    self.contents.clear

    if $game_system.font_color.nil?

      self.contents.font.color = normal_color

    else

      self.contents.font.color = $game_system.font_color

    end

    if $game_system.windowskin != ""  

      self.windowskin = RPG::Cache.windowskin($game_system.windowskin)

    else

      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)

    end

    @x = @y = 0

 

    # If waiting for a message to be displayed

    if @text != nil

      # replace shortcuts with original code

      $game_system.shortcuts.each { |shortcut, code|

        @text.gsub!(shortcut, code)

      }

     

      # Control text processing

      begin

        last_text = @text.clone

        @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }

      end until @text == last_text

      @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do

        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""

      end

     

      # window mode

      if @text.index(/\\[Mm]/) != nil

        if $game_system.ums_mode == NORMAL_MODE

          @mode = FIT_WINDOW_TO_TEXT

        else

          @mode = NORMAL_MODE

        end

        @text.gsub!(/\\[Mm]/) { "" }

      end

     

      # window height

      @text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do

        self.height = $1.to_i

        ""

      end

     

      # window width

      @text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do

        self.width = $1.to_i

        ""

      end

     

      # justification

      @text.gsub!(/\\[Jj][Rr]/) do

        @justification = RIGHT

        reset_window

        ""

      end

      @text.gsub!(/\\[Jj][Cc]/) do

        @justification = CENTER

        reset_window

        ""

      end      

      @text.gsub!(/\\[Jj][Ll]/) do

        @justification = LEFT

        reset_window

        ""

      end

     

      # face graphics

      @text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do

        @face_graphic = $1.to_s

        if $1.to_s == ""

          @face.opacity = 0

        end

        ""

      end

      @text.gsub!(/\\[Ff][Ll]/) do

        @face_graphic_justification = LEFT

        ""

      end

      @text.gsub!(/\\[Ff][Rr]/) do

        @face_graphic_justification = RIGHT

        ""

      end

     

      # event centering

      @text.gsub!(/\\[Ee]\[([0-9]+)\]/) do

        @message_event = $1.to_i

        ""

      end

     

      # comic thingy

      @text.gsub!(/\\[Tt]1/) do

        @comic_style = TALK1

        @comic.bitmap = RPG::Cache.windowskin("talk1.png")

        ""

      end

      @text.gsub!(/\\[Tt]2/) do

        @comic_style = TALK2

        @comic.bitmap = RPG::Cache.windowskin("talk2.png")

        ""

      end

      @text.gsub!(/\\[Tt][Hh]/) do

        @comic_style = THOUGHT

        @comic.bitmap = RPG::Cache.windowskin("thought.png")

        ""

      end

     

      # name window

      @text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do

        @name = $1.to_s

        if $1.to_s == "" and @name_window != nil

          @name_window.visible = false

        end

        ""

      end

      if @name != ""

        # name window

        @name_window = Window_Name.new

        @name_window.z = self.z + 1

        @name_window.set_name(@name)

      end

     

      # shaking

      text.gsub!(/\\[Ss][Kk]\[([0-9]+)\]/) do

        $game_system.text_shake = $1.to_i

        "\030"

      end

      @text.gsub!(/\\[Ss][Kk]/) do

        "\031"

      end

      @text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do

        @shake = $1.to_i

        ""

      end

     

      # back opacity

      @text.gsub!(/\\[Bb][Oo][Pp][Cc]\[([0-9]+)\]/) do

        self.back_opacity = $1.to_i

        ""

      end

     

      # opacity

      @text.gsub!(/\\[Oo][Pp][Cc]\[([0-9]+)\]/) do

        self.opacity = $1.to_i

        ""

      end

     

      # Change "\\\\" to "\000" for convenience

      @text.gsub!(/\\\\/) { "\000" }

      # Change "\\C" to "\001" and "\\G" to "\002"

      @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }

      @text.gsub!(/\\[Gg]/) { "\002" }

      @text.gsub!(/\\[Cc]\[0x([0123456789abcdef]+)\]/) { "\026[#{$1}]" }

     

      # text skip code

      @text.gsub!(/\\[Ss][Kk][Ii][Pp]/) { "\003" }

     

      # ignore code

      @text.gsub!(/\\[Ii][Gg][Nn][Rr]/) { "\023" }

     

      # bold and italics

      @text.gsub!(/\\[Bb]/) { "\004" }

      @text.gsub!(/\\[Ii]/) { "\005" }

     

      # shadow

      @text.gsub!(/\\[Ss]/) { "\006" }

     

      # font

      @text.gsub!(/\\[Ff][Oo][Nn][Tt]\[(.*?)\]/) { "\007[#{$1}]" }

     

      # pause and wait

      @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\010[#{$1}]" }

      @text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\011[#{$1}]" }

     

      # write speed

      @text.gsub!(/\\[Ww][Ss]\[([0-9]+)\]/) { "\013[#{$1}]" }

           

      # armor, items, skills, and weapons

      @text.gsub!(/\\[Oo][Aa]\[([0-9]+)\]/) {

        item = $data_armors[$1.to_i]

        "\014[#{$1}]" + "  " + item.name

      }

      @text.gsub!(/\\[Oo][Ii]\[([0-9]+)\]/) {

        item = $data_items[$1.to_i]

        "\015[#{$1}]" + "  " + item.name

      }

      @text.gsub!(/\\[Oo][Ss]\[([0-9]+)\]/) {

        item = $data_skills[$1.to_i]

        "\016[#{$1}]" + "  " + item.name

      }

      @text.gsub!(/\\[Oo][Ww]\[([0-9]+)\]/) {

        item = $data_weapons[$1.to_i]

        "\017[#{$1}]" + "  " + item.name

      }

      @text.gsub!(/\\[Ii][Cc]\[(.*?)\]/) {

        "\027[#{$1}]"

      }

     

      # text justification

      @text.gsub!(/\\[Tt][Cc]/) { "\020" }

      @text.gsub!(/\\[Tt][Ll]/) { "\021" }

      @text.gsub!(/\\[Tt][Rr]/) { "\022" }

     

      # Resize the window to fit the contents?

      if @mode == FIT_WINDOW_TO_TEXT

        width = 1

        text = @text.split("\n")

        height = 0

        i = 0

        for line in text

          # don't count this line's width if it has the ignr code

          if !line.include?("\023")

            self.contents.font.size = Font.default_size

            width = [width, self.contents.text_size(line).width].max

            delta = self.contents.text_size(line).height

            height += delta + (6 * i) + 3

            if i < 3

              i += 1

            end

          end

        end

       

        if @face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)

          width += @face.bitmap.width

          if height < @face.bitmap.height

            height = @face.bitmap.height - 32

          end

        end

       

        if height == 0

          height = 1

        end

         

        self.width = width + 48

        self.height = height + 48

        self.contents = Bitmap.new(width + 16, height)

        if $game_system.font == ""

          self.contents.font.name = Font.default_name

        else

          self.contents.font.name = $game_system.font

        end

        if $game_system.font_color.nil?

          self.contents.font.color = normal_color

        else

          self.contents.font.color = $game_system.font_color

        end

 

      else

        if self.width != $game_system.window_height or self.height != $game_system.window_width

          self.width = $game_system.window_width

          self.height = $game_system.window_height

          self.contents = Bitmap.new(self.width - 32, self.height - 32)

          if $game_system.font == ""

            self.contents.font.name = Font.default_name

          else

            self.contents.font.name = $game_system.font

          end

          if $game_system.font_color.nil?

            self.contents.font.color = normal_color

          else

            self.contents.font.color = $game_system.font_color

          end

        end

      end

     

      reset_window

     

      get_x_value

     

      @count = Graphics.frame_count

      @pause_time = 0

      @ignore = false

      @done = false

      @face_frame = 0

    end

   

   

   

    # If number input

    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

  #--------------------------------------------------------------------------

  # * Set Window Position and Opacity Level

  #--------------------------------------------------------------------------

  def reset_window (change_opacity = true)

    # x-coordinate depends on justification

    if @message_event == -1

      if @justification == RIGHT

        self.x = 640 - self.width

      elsif @justification == LEFT

        self.x = 0

      else # center

        self.x = (640 - self.width) / 2

      end

    else

      if @message_event == 0 or $game_map.events[@message_event] == nil

        # center on player

        event_x = $game_player.screen_x

      else

        # center on the event specified

        event_x = $game_map.events[@message_event].screen_x

      end

      self.x = event_x - self.width / 2

      @comic.x = self.x + (self.width / 2) + 4

    end

   

    if $game_temp.in_battle

      self.y = 16

    else

      if @message_event == -1

        case @message_position

          when 0  # up

            self.y = 16

          when 1  # middle

            self.y = (480 - self.height) / 2

          when 2  # down

            self.y = 480 - self.height - 24

        end

      else

        if @message_event == 0 or $game_map.events[@message_event] == nil

          # above player

          self.y = $game_player.screen_y - self.height - 48

        else

          # above event specified

          self.y = $game_map.events[@message_event].screen_y - self.height - 48

        end

        @comic.y = self.y + self.height - 2

      end

    end

    if self.y < 0 + (@name == "" ? 0 : 16)

      self.y = 0 + (@name == "" ? 0 : 16)

    elsif self.y > 480 - self.height

      self.y = 480 - self.height

    end

    if self.x < 0

      self.x = 0

    elsif self.x > 680 - self.width - 48

      self.x = 640 - self.width

    end

   

    if change_opacity

      if $game_system.message_frame == 0

        self.opacity = 255

      else

        self.opacity = 0

      end

      self.back_opacity = $game_system.back_opacity

    end

   

    # face stuff

      if @face_graphic != ""  

        # the player has chosen to show a face graphic

        if @done and $game_system.resting_face != ""

          @face.bitmap = RPG::Cache.picture(@face_graphic + $game_system.resting_face)

          if @face_frame * $game_system.face_frame_width >= @face.bitmap.width

            @face_frame = 0

          end

        else

          @face.bitmap = RPG::Cache.picture(@face_graphic)

        end

       

        # picture y-coordinate

        if @face_graphic_position == ABOVE

          @face.y = self.y - @face.bitmap.height

          @face_offset = 0

        elsif @face_graphic_position == CENTER

          delta = (@face.bitmap.height - self.height) / 2

          @face.y = self.y - delta

          if $game_system.animated_faces

            @face_offset = $game_system.face_frame_width + 16

          else

            @face_offset = @face.bitmap.width + 16

          end

        elsif @face_graphic_position == BOTTOM

          @face.y = self.y + self.height - @face.bitmap.height

          if $game_system.animated_faces

            @face_offset = $game_system.face_frame_width + 16

          else

            @face_offset = @face.bitmap.width + 16

          end

        else # side

          delta = (@face.bitmap.height - self.height) / 2

          @face.y = self.y - delta

          @face_offset = 0

        end

       

        # picture x-coordinate

        if @face_graphic_justification == LEFT

          if @face_graphic_position == SIDE

            @face.x = self.x - @face.bitmap.width

          else

            @face.x = self.x + 10

          end

        else

          if $game_system.animated_faces

            offset = @face.bitmap.width - $game_system.face_frame_width

          else

            offset = 0

          end

          if @face_graphic_position == SIDE

            @face.x = self.x + self.width + offset

          else

            @face.x = self.x + self.width - @face.bitmap.width - 10 + offset

            @face_offset = 0

          end

        end

       

        if $game_system.animated_faces

          @face.src_rect = Rect.new(@face_frame * $game_system.face_frame_width, 0, $game_system.face_frame_width, @face.bitmap.height)

          if @done and $game_system.resting_face != ""

            pause = $game_system.resting_animation_pause

          else

            pause = $game_system.animation_pause

          end

          if Graphics.frame_count % pause == 0

            @animate_face = true

          end

          if @animate_face

            if Graphics.frame_count % 3 == 0

              @face_frame += 1

              if @face_frame * $game_system.face_frame_width >= @face.bitmap.width

                @face_frame = 0

                @animate_face = false

              end

            end

          end

        end

      end

     

      # name window

      if @name != "" and @name != nil

        @name_window.set_name(@name)

        @name_window.x = self.x

        @name_window.y = self.y - 36

      end

     

      # If choice

    if $game_temp.choice_max > 0

      @choice_window.set_choices($game_temp.choices)

      # determine x and y coords for choice window

      if $game_system.choice_justification == LEFT

        @choice_window.x = self.x

      else

        @choice_window.x = self.x + self.width - @choice_window.width

      end

      if $game_system.choice_position == ABOVE

        # check to make sure there is enough room above the textbox

        if self.y < @choice_window.height

          # not enough room above, place below

          @choice_window.y = self.y + self.height

        else

          # draw above

          @choice_window.y = self.y - @choice_window.height

        end

      elsif $game_system.choice_position == BOTTOM

        # check to make sure there is enough room below the textbox

        if (480 - self.y - self.height) < @choice_window.height

          # not enough room below, place above

          @choice_window.y = self.y - @choice_window.height

        else

          # draw below

          @choice_window.y = self.y + self.height

        end

      else # side

        if $game_system.choice_justification == LEFT

          # check to make sure there's room on the left side

          if self.y < @choice_window.width

            # not enough room on the side, check to make sure there's room below

            if (480 - self.y - self.height) < @choice_window.height

              # not enough room below, place above

              @choice_window.y = self.y - @choice_window.height

            else

              # draw below

              @choice_window.y = self.y + self.height

            end

          else

            # place on the left side

            @choice_window.y = self.y

            @choice_window.x = self.x - @choice_window.width

          end

        else # right

          # check to make sure there's room on the right side

          if (680 - (self.y + self.width)) < @choice_window.width

            # not enough room on the side, check to make sure there's room below

            if (480 - self.y - self.height) < @choice_window.height

              # not enough room below, place above

              @choice_window.y = self.y - @choice_window.height

            else

              # draw below

              @choice_window.y = self.y + self.height

            end

          else

            # place on the left side

            @choice_window.y = self.y

            @choice_window.x = self.x + self.width

          end

        end

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    super

   

    if !@show

      return

    else

      self.visible = true

      if @face_graphic != ""

        @face.opacity = 255

      end

      if $game_system.comic_enabled and @message_event != -1

        @comic.opacity = 255

      end

      if @name != ""

        @name_window.visible = true

        if $game_system.name_window

          @name_window.dummy_window.visible = true

        end

      end

      if @input_number_window != nil

        @input_number_window.contents_opacity = 255

      end

      reset_window

    end

   

   

    if (@contents_showing and $game_system.message_event != -1 and @shake == 0) or $game_system.animated_faces

      reset_window(false)

    end

   

    if $game_system.shake != 0  # shake the window

      if @ascending

        if @target_x != self.x

          self.x += 1

        else

          @ascending = false

          @target_x = self.x - ($game_system.shake * 2)

        end

      else

        if @target_x != self.x

          self.x -= 1

        else

          @ascending = true

          @target_x = self.x + ($game_system.shake * 2)

        end

      end

    end

   

    if $game_system.text_shake != 0  # shake the text

      if @ascending

        if @target_x2 != @shake_sprite.x

          @shake_sprite.x += 1

        else

          @ascending = false

          @target_x2 = @shake_sprite.x - ($game_system.text_shake * 2)

        end

      else

        if @target_x2 != @shake_sprite.x

          @shake_sprite.x -= 1

        else

          @ascending = true

          @target_x2 = @shake_sprite.x + ($game_system.text_shake * 2)

        end

      end

    end

   

    if @wait > 0

      @wait -= 1

      if @wait == 0

        terminate_message

        return

      end

    end

   

    # If fade in

    if @fade_in

      self.contents_opacity += 24

      if @face_graphic != ""

        @face.opacity += 24

      end

      if $game_system.comic_enabled and @message_event != -1

        @comic.opacity += 24

      end

      if @name != ""

        @name_window.visible = true

      end

      if @input_number_window != nil

        @input_number_window.contents_opacity += 24

      end

      if self.contents_opacity == 255

        @fade_in = false

      end

      return

    end

   

    # write the text

    if @text != nil and @text != ""

      speed = $game_system.write_speed

      if $game_system.text_skip

        if $game_system.skip_mode == WRITE_FASTER and Input.press?(Input::C)

          # the player is holding the action button, write faster

          speed /= 3

        elsif $game_system.skip_mode == WRITE_ALL and @write_all

          # the player pressed the action button, write all the text

          while (c = @text.slice!(/./m)) != nil

            write_char(c)

          end

          return

        end

      end

      while @ignore

        c = @text.slice!(/./m)

        if c != nil

          write_char(c)

        end

      end

      if @pause_time > 0

        @pause_time -= 1

        return

      end

      if Graphics.frame_count - @count >= speed

        if $game_system.sound_effect != ""

          Audio.se_play("Audio/SE/" + $game_system.sound_effect, 80, 100)

        end

        @count = Graphics.frame_count

        c = @text.slice!(/./m)

        if c != nil

          write_char(c)

        end

      end

      return

    end

   

    @done = true

   

    # If inputting number

    if @input_number_window != nil

      @input_number_window.update

      # Confirm

      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

        # Dispose of number input window

        @input_number_window.dispose

        @input_number_window = nil

        terminate_message

      end

      return

    end

   

    if @wait != 0

      return

    end

   

    # If message is being displayed and contents are all written

    if @contents_showing

      # if choice

      if $game_temp.choice_max > 0

        if !@choice_window.active

          @choice_window.visible = true

          @choice_window.active = true

          @choice_window.index = 0

        end

        @choice_window.update

      else

        # If choice isn't being displayed, show pause sign

        self.pause = true

      end

      return

    end

  end

 

  #--------------------------------------------------------------------------

  # * Process and write the given character

  #--------------------------------------------------------------------------

  def write_char(c)

    if c == "\000"

      # Return to original text

      c = "\\"

    end

    # If \C[n]

    if c == "\001"

    # Change text color

      @text.sub!(/\[([0-9]+)\]/, "")

      color = $1.to_i

      if color >= 0 and color <= 7

        self.contents.font.color = text_color(color)

      end

      # go to next text

      return

    end

    # If \G

    if c == "\002"

      # Make gold window

      if @gold_window == nil

        @gold_window = Window_Gold.new

        @gold_window.x = 560 - @gold_window.width

        if $game_temp.in_battle

          @gold_window.y = 192

        else

          @gold_window.y = self.y >= 128 ? 32 : 384

        end

        @gold_window.opacity = self.opacity

        @gold_window.back_opacity = self.back_opacity

      end

      # go to next text

      return

    end

    # If \skip

    if c == "\003"

      # toggle text skipping

      #$game_system.text_skip = !$game_system.text_skip

      # go to next text

      return

    end

    # If \b

    if c == "\004"

      # toggle bold

      self.contents.font.bold = !self.contents.font.bold

      # go to next text

      return

    end

    # If \i

    if c == "\005"

      # toggle italics

      self.contents.font.italic = !self.contents.font.italic

      # go to next text

      return

    end

    # If \s

    if c == "\006"

      # toggle shadow

      #$game_system.shadowed_text = !$game_system.shadowed_text

      # go to next text

      return

    end

    # If \font

    if c == "\007"

      # change font

      @text.sub!(/\[(.*?)\]/, "")

      font = $1.to_s

      @font = font

      if font == ""

        self.contents.font.name = Font.default_name

      else

        self.contents.font.name = font

      end

      # go to next text

      return

    end

    # If \p[n]

    if c == "\010"

      @text.sub!(/\[([0-9]+)\]/, "")

      @pause_time = $1.to_i

 

      # go to next text

      return

    end

   

    # If \w[n]

    if c == "\011"

      @text.sub!(/\[([0-9]+)\]/, "")

      @wait = $1.to_i

 

      # go to next text

      return

    end

   

    # If \ws[n]

    if c == "\013"

      @text.sub!(/\[([0-9]+)\]/, "")

      $game_system.write_speed = $1.to_i

 

      # go to next text

      return

    end

    # If \oa[n]

    if c == "\014"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_armors[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \oi[n]

    if c == "\015"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_items[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \os[n]

    if c == "\016"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_skills[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \ow[n]

    if c == "\017"

      @text.sub!(/\[([0-9]+)\]/, "")

      index = $1.to_i

      @text.sub!("  ", "")

      item = $data_weapons[index]

      # draw the icon

      icon = RPG::Cache.icon(item.icon_name)

      self.contents.blt(@x + 2, (@y * 32) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

     

      # go to next text

      return

    end

    # If \ic[name]

    if c == "\027"

      @text.sub!(/\[(.*?)\]/, "")

      # draw the icon

      icon = RPG::Cache.icon($1.to_s)

      line = self.contents.text_size("dj").height

      self.contents.blt(@x + 4, (@y * line) + 4, icon, Rect.new(0, 0, 24, 24))

      @x += 24

 

      # go to next text

      return

    end

   

    # If \tc

    if c == "\020"

      # center justify

      @text_justification = CENTER

      get_x_value

      # go to next text

      return

    end

   

    # If \tl

    if c == "\021"

      # left justify

      @text_justification = LEFT

      get_x_value

      # go to next text

      return

    end

   

    # If \tr

    if c == "\022"

      # right justify

      @text_justification = RIGHT

      get_x_value

      # go to next text

      return

    end

   

    # If \ignr

    if c == "\023"

      # set ignore flage

      @ignore = true

      # go to next text

      return

    end

   

    # if \c (hex color)

    if c == "\026"

      # convert hex color to RGB

      @text.sub!(/\[([0123456789abcdef]+)\]/, "")

      hex_code = $1.to_s

     

      red   = ("0x" + hex_code.slice(0..1)).hex

      blue  = ("0x" + hex_code.slice(2..3)).hex

      green = ("0x" + hex_code.slice(4..5)).hex

     

      self.contents.font.color = Color.new(red, blue, green)

      return

    end

   

    # if \sk[i] (begin shake)

    if c == "\030"

      @shake_text = true

      return

    end

    # if \sk (end shake)

    if c == "\031"

      @shake_text = false

      return

    end

   

    # If new line text

    if c == "\n"

      # Add 1 to y

      if !@ignore

        @y += 1

      end

      if @text != ""

        get_x_value

      end

      @ignore = false

 

      # go to next text

      return

    end

    if @ignore

      return

    end

    # Draw text

    line = self.contents.text_size("dj").height

    if $game_system.shadowed_text

      old_color = self.contents.font.color.clone

      if @shake_text

        @shake_sprite.bitmap.font.color = $game_system.shadow_color    

        @shake_sprite.bitmap.draw_text(6 + @x, line * @y + 2, 40, 32, c)

        @shake_sprite.bitmap.font.color = old_color

      else

        self.contents.font.color = $game_system.shadow_color    

        self.contents.draw_text(6 + @x, line * @y + 2, 40, 32, c)

        self.contents.font.color = old_color

      end

    end

    if @shake_text

      @shake_sprite.bitmap.draw_text(4 + @x, line * @y, 40, 32, c)

    else

      self.contents.draw_text(4 + @x, line * @y, 40, 32, c)

    end

    # Add x to drawn text width

    @x += self.contents.text_size(c).width

  end

 

  def get_x_value

    # text justification - offset for first line

    if @text_justification == CENTER

      # get the length of the current line

      w = self.contents.text_size(@text.split("\n")[0]).width

      @x = (self.width - w - 48) / 2

    elsif @text_justification == RIGHT

      # get the length of the current line

      w = self.contents.text_size(@text.split("\n")[0]).width

      @x = self.width - w - 48

    else # left

      if @face_graphic == ""

        @x = 0

      else

        @x = @face_offset

      end

    end

  end

end

 

#==============================================================================

# ** Window_InputNumber

#------------------------------------------------------------------------------

#  This window is for inputting numbers, and is used within the

#  message window.

#==============================================================================

 

class Window_InputNumber < Window_Base

  #--------------------------------------------------------------------------

  # * Object Initialization

  #     digits_max : digit count

  #--------------------------------------------------------------------------

  def initialize(digits_max)

    @digits_max = digits_max

    @number = 0

    # Calculate cursor width from number width (0-9 equal width and postulate)

    dummy_bitmap = Bitmap.new(32, 32)

    @cursor_width = dummy_bitmap.text_size("0").width + 8

    dummy_bitmap.dispose

    super(0, 0, @cursor_width * @digits_max + 32, 64)

    self.contents = Bitmap.new(width - 32, height - 32)

    if $game_system.font == ""

      self.contents.font.name = Font.default_name

    else

      self.contents.font.name = $game_system.font

    end

    self.z += 9999

    self.opacity = $game_system.opacity

    self.back_opacity = $game_system.back_opacity

    @index = 0

    refresh

    update_cursor_rect

  end

 

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    if $game_system.font_color.nil?

      self.contents.font.color = normal_color

    else

      self.contents.font.color = $game_system.font_color

    end

    if $game_system.windowskin != ""  

      self.windowskin = RPG::Cache.windowskin($game_system.windowskin)

    else

      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)

    end

    s = sprintf("%0*d", @digits_max, @number)

    for i in 0...@digits_max

      # Draw text

      if $game_system.shadowed_text

        old_color = self.contents.font.color.clone

        self.contents.font.color = $game_system.shadow_color

        self.contents.draw_text(i * @cursor_width + 6, 2, 32, 32, s[i,1])

        self.contents.font.color = old_color

      end

      self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1])

    end

  end

end

png.png
 

Atoa

Member

@ShadowMainZERO
As some people stated, the problem isn't with the scripts since they use both systems without problem.

I just tested both here and i had no problem, so it's an specific situation on your project that is triggering that. And without knowing what situation is that, it's impossible to help.

So, all i can sugges is trying another message system, Like the AMS.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top