RustytheGnome
Member
I have a script in which I need to automatically size a text box. Here's a heavily simplified version of it, to indicate what I'm getting at:
I want to know how to be able to figure out @messagewidth and @messageheight.
In my game, for a typical event-called message, text boxes are resized automatically as I'm using the following script:
Basically, for the purposes of the first script, I've been trying to extract the relevant information from the second script and paste it into the first. However, after spending a LONG time attempting to do this, I've had no success whatsoever.
Could anyone help me out, please? I'd be very grateful!
class Window_Displayamessage < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, @messagewidth [[[+ a number]]], @messageheight [[[+ a number]]])
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 255
self.back_opacity = 160
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, @messagewidth, @messageheight, $message)
end
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, @messagewidth [[[+ a number]]], @messageheight [[[+ a number]]])
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 255
self.back_opacity = 160
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, @messagewidth, @messageheight, $message)
end
end
I want to know how to be able to figure out @messagewidth and @messageheight.
In my game, for a typical event-called message, text boxes are resized automatically as I'm using the following script:
#==============================================================================
# ** Letter by Letter Message Window
#------------------------------------------------------------------------------
# Slipknot (dubealex.com/asylum)
# Version 1.11
# September 8, 2006
#------------------------------------------------------------------------------
# Thanks to:
# - Dubealex, for some of the features.
# - RPG Advocate, for the hexadecimal color.
#==============================================================================
# Loads the maps' names
$data_map_infos = load_data('Data/MapInfos.rxdata')
#==============================================================================
# ** Game_Message
#------------------------------------------------------------------------------
# This class handles the message data
#==============================================================================
class Game_Message
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :letter_by_letter, :speed, :can_skip, :height, :font,
:sound_enable, :sound, :path, :face_rect, :fit, :skin, :nb_skin,
:nbyo, pacity, :shadow, utline, :pause, :autoclose_frames
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Letter by letter mode
@letter_by_letter = true
# Letter by letter mode's speed
@speed = 0
# If this option is false, the player can't skip the message
@can_skip = true
# Height of each line, used within the fit or above event options
@height = 32
# Always resize the message
@fit = true
# Font for the mesage text
@font = Font.default_name
# Folder for the message pictures
@path = 'Graphics/Pictures/'
# Face rect (only the last two numbers are used)
@face_rect = Rect.new(0, 0, 96, 96)
# Skin for the message window, nil = default
@skin = nil
# Skin for the name box, nil = default
@nb_skin = nil
# Name box y offset
@nbyo = 32
# Message window's opacity
@opacity = 160
# Outline text
@outline = false
# Shadow text
@shadow = false
# Show or not the pause graphic
@pause = true
# Frames before the message autoclose
@autoclose_frames = 8
end
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# Adds Game Message
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :message
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias slipknot_lblms_initialize initialize
#--------------------------------------------------------------------------
# * Load Database
#--------------------------------------------------------------------------
def initialize
slipknot_lblms_initialize
@message = Game_Message.new
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# Adds a reader to the Event Name
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Name
#--------------------------------------------------------------------------
def name
@event.name
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# Adds a reader to the Character Sprites
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :character_sprites
end
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# Rewrites Window_Message
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias slipknot_lblms_initialize initialize
alias slipknot_lblms_terminatemessage terminate_message
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
slipknot_lblms_initialize
@autoclose = -1
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
slipknot_lblms_terminatemessage
[@name_box, @picture].each do |x|
x.dispose if x && ! x.disposed?
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.opacity = $game_system.message_frame == 0 ? 255 : 0
self.back_opacity = system.opacity
unless system.fit
self.width, self.height = 480, 160
skin = system.skin ? system.skin : $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(skin)
self.contents = Bitmap.new(448, 128)
else
contents.clear
contents.font.color = normal_color
contents.font.size = Font.default_size
end
contents.font.name = system.font
@x = @y = @wait_count = indent = 0
@fit_size
@start_x = 4
@cursor_width = [0, 0, 0, 0]
@x = 8 if $game_temp.choice_start == 0
return if ! (@text = $game_temp.message_text)
@text.gsub!(/\\\\/) { "\000" }
@text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
@text.gsub!('\$') { $game_party.gold.to_s }
@text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] ? $game_actors[$1.to_i].name : ''
end
@text.gsub!(/\\[Nn][Pp]\[([\d+])\]/) do
$game_party.actors[$1.to_i] ? $game_party.actors[$1.to_i].name : ''
end
@text.gsub!(/\\[Cc]lass\[(\d+)\]/) do
$game_actors[$1.to_i] ? $game_actors[$1.to_i].class_name : ''
end
@text.gsub!(/\\[Mm]ap/) { $data_map_infos[$game_map.map_id].name }
gold_set = @text.gsub!(/\\[Gg]/, '')
if @text[/\\[Nn]ame/]
if @text.sub!(/\\[Nn]ame\[(.*?)\]/, '')
name_text = $1
elsif @text.sub!(/\\[Nn]ame/, '')
name_text = $game_map.events[$game_system.map_interpreter.event_id].name
end
end
if @text[/\\[Ff]ace/]
# Left
if @text.sub!(/\\[Ff]ace{(.+?)}/, '')
face, face_name = 1, $1
# Right
elsif @text.sub!(/\\[Ff]ace\[(.+?)\]/, '')
face, face_name = 2, $1
end
end
picture = $1 if @text.sub!(/\\[Pp]ic\[(.+?)\]/, '')
if @text[/\\[Pp]/]
if @text.sub!(/\\[Pp]\[([-1,0-9]+)\]/, '')
event = $1.to_i
elsif @text.gsub!(/\\[Pp]/, '')
event = $game_system.map_interpreter.event_id
end
end
@text.gsub!('\$') { $game_party.gold.to_s }
@text.gsub!(/\\[Cc]\[([0-9A-Fa-f #]+?)\]/) { "\001[#$1]" }
@text.gsub!(/\\[Cc]/) { "\001[0]" }
@text.gsub!(/\\[Ii]con{([IiWwAaSs])}\[(\d+)\]/) { change_icon($1, $2.to_i) }
@text.gsub!(/\\[Ii]con\[(.*?)\]/) { "\002[#$1]" }
@text.gsub!('\!') { "\003" }
@text.gsub!('\.') { "\004" }
@text.gsub!(/\\[Ss]\[([Xx\d]+)\]/) { "\005[#$1]" }
@text.gsub!(/\\[Bb]/) { "\006" }
@text.gsub!(/\\[Ii]/) { "\007" }
@text.gsub!(/\\[Ff]\[(.*?)\]/) { "\010[#$1]" }
@text.gsub!(/\\\%\[(\d+)\]/) { "\011[#$1]" }
@text.gsub!('\%') { "\011" }
if @fit_size = (event || system.fit)
lines_size = [0, 0, 0, 0]
save, lines = @text.clone, 0
while (c = @text.slice!(/./m))
if c == "\n"
lines += 1
break if lines == 4
if lines >= $game_temp.choice_start
lines_size[lines] += 16
end
next
end
lines_size[lines] += eval_text(c, true)
end
end
if face
if @fit_size
mh = system.height
fh = system.face_rect.height
lines = (fh.to_f / mh.to_f).ceil if (lines * mh) < fh
f_x = face == 2 ? 0 : lines_size.max + 16
f_y = (lines * mh) <= fh ? 0 : (lines * mh - fh) / 2
@start_x += system.face_rect.width + 4 if face == 2
indent += system.face_rect.width + 8
else
f_x, f_y = face == 2 ? 16 : 336, 16
@start_x += system.face_rect.width + 36 if face == 2
end
f_bitmap = RPG::Cache.load_bitmap(system.path, face_name)
end
if @fit_size
@text = save
self.height = lines * system.height + 32
self.height += 32 if $game_temp.num_input_variable_id > 0
self.width = lines_size.max + indent + 40
windowskin = system.skin ? system.skin : $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(windowskin)
self.contents = Bitmap.new(self.width - 32, self.height - 32)
contents.font.name = system.font
end
contents.blt(f_x, f_y, f_bitmap, system.face_rect) if face
if ! event
h2 = self.height / 2
self.y = $game_temp.in_battle ? 96 - h2 + system.nbyo :
case $game_system.message_position
when 0 then 96 - h2 + system.nbyo
when 1 then 240 - h2
when 2 then 384 - h2
end
self.x = 320 - self.width / 2
else
c = event > 0 ? $game_map.events[event] : $game_player
mx, my = 636 - self.width, 476 - self.height
fx = [[c.screen_x - self.width / 2, 4].max, mx].min
sy = name_text ? system.nbyo + 4 : 4
ch = [$scene.spriteset.character_sprites[event - 1].bitmap.height /
4 + 4, 48].max
fy = [[c.screen_y - (ch + self.height), sy].max, my].min
self.x, self.y = fx, fy
end
if name_text
@name_box = Window_NameBox.new(x, y - system.nbyo, name_text)
@name_box.back.opacity = 0 if $game_system.message_frame == 1
end
if picture
@picture = Sprite.new
@picture.bitmap = RPG::Cache.load_bitmap(system.path, picture)
@picture.x = self.x + self.width - @picture.bitmap.width
@picture.y = self.y - @picture.bitmap.height
end
if gold_set
@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
end
#--------------------------------------------------------------------------
# * Evaluate Text
#--------------------------------------------------------------------------
def eval_text(c, read = false)
case c
when "\000"
c = '\\'
when "\001"
@text.sub!(/\[(.*?)\]/, '')
return 0 if read
h, c = $1, $1.to_i
contents.font.color = h.slice!(/./) == '#' ? hex_color(h) : text_color(c)
return
when "\002"
@text.sub!(/\[(.*?)\]/, '')
return 24 if read
y = @fit_size ? system.height * @y + (system.height - 24) / 2 : 32 * @y + 4
contents.blt(@x + @start_x, y, RPG::Cache.icon($1.to_s), Rect.new(0, 0, 24, 24))
@x += 24
return unless @y >= $game_temp.choice_start
@cursor_width[@y] += 24
return
when "\003"
return 0 if read
@stop = true
return
when "\004"
return 0 if read
@wait_count += 10
return
when "\005"
@text.sub!(/\[([x\d]+)\]/, '')
if $1.downcase == 'x'
contents.font.size = Font.default_size
else
contents.font.size = [[$1.to_i, 6].max, system.height].min
end
return 0
when "\006"
contents.font.bold = (! contents.font.bold)
return 0
when "\007"
contents.font.italic = (! contents.font.italic)
return 0
when "\010"
@text.sub!(/\[(.*?)\]/, '')
if $1.downcase == 'x'
contents.font.name = system.font
else
contents.font.name = [$1.to_s, system.font]
end
return 0
when "\011"
@text.sub!(/\[(\d+)\]/, '')
return 0 if read
@autoclose = $1 ? $1.to_i : system.autoclose_frames
return
when "\n"
@y += 1
@x = 0
@x = 8 if @y >= $game_temp.choice_start
return
end
w = contents.text_size(c).width
return w if read
y = @fit_size ? system.height * @y : 32 * @y
if system.outline
color = contents.font.color.dup
contents.font.color.set(0, 0, 0, 255)
contents.draw_text(@x + @start_x + 1, y, w * 2, system.height, c)
contents.draw_text(@x + @start_x, y + 1, w * 2, system.height, c)
contents.draw_text(@x + @start_x - 1, y, w * 2, system.height, c)
contents.draw_text(@x + @start_x, y - 1, w * 2, system.height, c)
contents.font.color = color
contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
elsif system.shadow
color = contents.font.color.dup
contents.font.color.set(0, 0, 0, 192)
contents.draw_text(@x + @start_x + 2, y + 2, w * 2, system.height, c)
contents.font.color = color
contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
else
contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
end
@x += w
return if @y < $game_temp.choice_start || @y > 3
@cursor_width[@y] += w
end
#--------------------------------------------------------------------------
# * Finish
#--------------------------------------------------------------------------
def finish
if temp.choice_max > 0
@item_max, self.active, self.index = temp.choice_max, true, 0
end
if temp.num_input_variable_id > 0
digits_max = temp.num_input_digits_max
number = $game_variables[temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
input_number.number = number
input_number.x = x + 8
input_number.y = y + temp.num_input_start * (@fit_size ? system.height : 32)
end
end
#--------------------------------------------------------------------------
# * Database Icon
#--------------------------------------------------------------------------
def change_icon(option, index)
s = case option.downcase
when 'i' then $data_items[index]
when 'w' then $data_weapons[index]
when 'a' then $data_armors[index]
when 's' then $data_skills[index]
end
return sprintf("\002[%s]%s", s.icon_name, s.name) if s.name
end
#--------------------------------------------------------------------------
# * Hexadecimal Color
#--------------------------------------------------------------------------
def hex_color(string)
return normal_color if string.size != 6
r = g = b = 0
5.times do |i|
s = string.slice!(/./m)
v = hex_convert(s.downcase)
case i
when 0 then r += v * 16
when 1 then r += v
when 2 then g += v * 16
when 3 then g += v
when 4 then b += v * 16
when 5 then b += v
end
end
return Color.new(r, g, b)
end
#--------------------------------------------------------------------------
def hex_convert(c)
return c.to_i if c[/[0-9]/]
case c
when 'a' then 10
when 'b' then 11
when 'c' then 12
when 'd' then 13
when 'e' then 14
when 'f' then 15
end
end
#--------------------------------------------------------------------------
# * Game Message
#--------------------------------------------------------------------------
def system() $game_system.message end
#--------------------------------------------------------------------------
# * Game Temp
#--------------------------------------------------------------------------
def temp() $game_temp end
#--------------------------------------------------------------------------
# * Input Number Window
#--------------------------------------------------------------------------
def input_number() @input_number_window end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @contents_showing
super
if @fade_in
self.contents_opacity += 24
if input_number
input_number.contents_opacity += 24
end
@fade_in = contents_opacity != 255
return
end
if @text
if Input.trigger?(13)
if @stop
self.pause = @stop = false
return
end
@skip = system.can_skip
end
return if @stop
if @wait_count > 0 && ! @skip
@wait_count -= 1
return
end
loop do
if (c = @text.slice!(/./m))
eval_text(c)
if @stop
self.pause = system.pause
return
end
@wait_count += system.speed
else
@text = nil
break
end
break if ! @skip
end
return if @text || @autoclose != -1
finish
return
else
if @autoclose > 0
@autoclose -= 1
return
elsif @autoclose == 0
terminate_message
@autoclose = -1
return
end
end
end
if input_number
input_number.update
if Input.trigger?(13)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] = input_number.number
$game_map.need_refresh = true
input_number.dispose
@input_number_window = nil
terminate_message
end
return
end
if @contents_showing
self.pause = ($game_temp.choice_max == 0) & system.pause
if Input.trigger?(12)
if $game_temp.choice_max > 0 && $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end
if Input.trigger?(13)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
if ! @fade_out && $game_temp.message_text
@contents_showing = temp.message_window_showing = true
@stop = false
@autoclose = -1
@skip = (! system.letter_by_letter)
reset_window
refresh
@wait_count, self.visible = 0, true
return
end
return if ! visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = @fade_out = false
$game_temp.message_window_showing = false
end
end
#--------------------------------------------------------------------------
# * Updates Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
if index >= 0
n = $game_temp.choice_start + @index
y = (@fit_size ? system.height : 32) * n
cursor_rect.set(4 + @start_x, y, @cursor_width.max + 8,
@fit_size ? system.height : 32)
else
cursor_rect.empty
end
end
end
#==============================================================================
# ** Window_NameBox
#------------------------------------------------------------------------------
# This window is used to display the box above the message.
#==============================================================================
class Window_NameBox < Sprite
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :back
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, text)
dumb = Bitmap.new(160, 42)
dumb.font.name = system.font
size = dumb.text_size(text).width
dumb.dispose
@back = Window_Base.new(x, y, size + 12, 32)
skin = system.nb_skin ? system.nb_skin : $game_system.windowskin_name
@back.windowskin = RPG::Cache.windowskin(skin)
viewport = Viewport.new(x + 6, y + 5, size, 22)
@back.z = viewport.z = 9999
super(viewport)
self.bitmap = Bitmap.new(size, 22)
bitmap.font.name = system.font
bitmap.draw_text(0, 0, size, 22, text)
end
#--------------------------------------------------------------------------
# * Game Message
#--------------------------------------------------------------------------
def system() $game_system.message end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
@back.dispose
@back = nil
super
end
end
#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
# Adds a reader to the Event ID and Game Message
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :event_id
#--------------------------------------------------------------------------
# * Game Message
#--------------------------------------------------------------------------
def message
$game_system.message
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# Adds a reader to the Spriteset
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :spriteset
end
# ** Letter by Letter Message Window
#------------------------------------------------------------------------------
# Slipknot (dubealex.com/asylum)
# Version 1.11
# September 8, 2006
#------------------------------------------------------------------------------
# Thanks to:
# - Dubealex, for some of the features.
# - RPG Advocate, for the hexadecimal color.
#==============================================================================
# Loads the maps' names
$data_map_infos = load_data('Data/MapInfos.rxdata')
#==============================================================================
# ** Game_Message
#------------------------------------------------------------------------------
# This class handles the message data
#==============================================================================
class Game_Message
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :letter_by_letter, :speed, :can_skip, :height, :font,
:sound_enable, :sound, :path, :face_rect, :fit, :skin, :nb_skin,
:nbyo, pacity, :shadow, utline, :pause, :autoclose_frames
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Letter by letter mode
@letter_by_letter = true
# Letter by letter mode's speed
@speed = 0
# If this option is false, the player can't skip the message
@can_skip = true
# Height of each line, used within the fit or above event options
@height = 32
# Always resize the message
@fit = true
# Font for the mesage text
@font = Font.default_name
# Folder for the message pictures
@path = 'Graphics/Pictures/'
# Face rect (only the last two numbers are used)
@face_rect = Rect.new(0, 0, 96, 96)
# Skin for the message window, nil = default
@skin = nil
# Skin for the name box, nil = default
@nb_skin = nil
# Name box y offset
@nbyo = 32
# Message window's opacity
@opacity = 160
# Outline text
@outline = false
# Shadow text
@shadow = false
# Show or not the pause graphic
@pause = true
# Frames before the message autoclose
@autoclose_frames = 8
end
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# Adds Game Message
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :message
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias slipknot_lblms_initialize initialize
#--------------------------------------------------------------------------
# * Load Database
#--------------------------------------------------------------------------
def initialize
slipknot_lblms_initialize
@message = Game_Message.new
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# Adds a reader to the Event Name
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Name
#--------------------------------------------------------------------------
def name
@event.name
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# Adds a reader to the Character Sprites
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :character_sprites
end
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# Rewrites Window_Message
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias slipknot_lblms_initialize initialize
alias slipknot_lblms_terminatemessage terminate_message
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
slipknot_lblms_initialize
@autoclose = -1
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
def terminate_message
slipknot_lblms_terminatemessage
[@name_box, @picture].each do |x|
x.dispose if x && ! x.disposed?
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.opacity = $game_system.message_frame == 0 ? 255 : 0
self.back_opacity = system.opacity
unless system.fit
self.width, self.height = 480, 160
skin = system.skin ? system.skin : $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(skin)
self.contents = Bitmap.new(448, 128)
else
contents.clear
contents.font.color = normal_color
contents.font.size = Font.default_size
end
contents.font.name = system.font
@x = @y = @wait_count = indent = 0
@fit_size
@start_x = 4
@cursor_width = [0, 0, 0, 0]
@x = 8 if $game_temp.choice_start == 0
return if ! (@text = $game_temp.message_text)
@text.gsub!(/\\\\/) { "\000" }
@text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
@text.gsub!('\$') { $game_party.gold.to_s }
@text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] ? $game_actors[$1.to_i].name : ''
end
@text.gsub!(/\\[Nn][Pp]\[([\d+])\]/) do
$game_party.actors[$1.to_i] ? $game_party.actors[$1.to_i].name : ''
end
@text.gsub!(/\\[Cc]lass\[(\d+)\]/) do
$game_actors[$1.to_i] ? $game_actors[$1.to_i].class_name : ''
end
@text.gsub!(/\\[Mm]ap/) { $data_map_infos[$game_map.map_id].name }
gold_set = @text.gsub!(/\\[Gg]/, '')
if @text[/\\[Nn]ame/]
if @text.sub!(/\\[Nn]ame\[(.*?)\]/, '')
name_text = $1
elsif @text.sub!(/\\[Nn]ame/, '')
name_text = $game_map.events[$game_system.map_interpreter.event_id].name
end
end
if @text[/\\[Ff]ace/]
# Left
if @text.sub!(/\\[Ff]ace{(.+?)}/, '')
face, face_name = 1, $1
# Right
elsif @text.sub!(/\\[Ff]ace\[(.+?)\]/, '')
face, face_name = 2, $1
end
end
picture = $1 if @text.sub!(/\\[Pp]ic\[(.+?)\]/, '')
if @text[/\\[Pp]/]
if @text.sub!(/\\[Pp]\[([-1,0-9]+)\]/, '')
event = $1.to_i
elsif @text.gsub!(/\\[Pp]/, '')
event = $game_system.map_interpreter.event_id
end
end
@text.gsub!('\$') { $game_party.gold.to_s }
@text.gsub!(/\\[Cc]\[([0-9A-Fa-f #]+?)\]/) { "\001[#$1]" }
@text.gsub!(/\\[Cc]/) { "\001[0]" }
@text.gsub!(/\\[Ii]con{([IiWwAaSs])}\[(\d+)\]/) { change_icon($1, $2.to_i) }
@text.gsub!(/\\[Ii]con\[(.*?)\]/) { "\002[#$1]" }
@text.gsub!('\!') { "\003" }
@text.gsub!('\.') { "\004" }
@text.gsub!(/\\[Ss]\[([Xx\d]+)\]/) { "\005[#$1]" }
@text.gsub!(/\\[Bb]/) { "\006" }
@text.gsub!(/\\[Ii]/) { "\007" }
@text.gsub!(/\\[Ff]\[(.*?)\]/) { "\010[#$1]" }
@text.gsub!(/\\\%\[(\d+)\]/) { "\011[#$1]" }
@text.gsub!('\%') { "\011" }
if @fit_size = (event || system.fit)
lines_size = [0, 0, 0, 0]
save, lines = @text.clone, 0
while (c = @text.slice!(/./m))
if c == "\n"
lines += 1
break if lines == 4
if lines >= $game_temp.choice_start
lines_size[lines] += 16
end
next
end
lines_size[lines] += eval_text(c, true)
end
end
if face
if @fit_size
mh = system.height
fh = system.face_rect.height
lines = (fh.to_f / mh.to_f).ceil if (lines * mh) < fh
f_x = face == 2 ? 0 : lines_size.max + 16
f_y = (lines * mh) <= fh ? 0 : (lines * mh - fh) / 2
@start_x += system.face_rect.width + 4 if face == 2
indent += system.face_rect.width + 8
else
f_x, f_y = face == 2 ? 16 : 336, 16
@start_x += system.face_rect.width + 36 if face == 2
end
f_bitmap = RPG::Cache.load_bitmap(system.path, face_name)
end
if @fit_size
@text = save
self.height = lines * system.height + 32
self.height += 32 if $game_temp.num_input_variable_id > 0
self.width = lines_size.max + indent + 40
windowskin = system.skin ? system.skin : $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(windowskin)
self.contents = Bitmap.new(self.width - 32, self.height - 32)
contents.font.name = system.font
end
contents.blt(f_x, f_y, f_bitmap, system.face_rect) if face
if ! event
h2 = self.height / 2
self.y = $game_temp.in_battle ? 96 - h2 + system.nbyo :
case $game_system.message_position
when 0 then 96 - h2 + system.nbyo
when 1 then 240 - h2
when 2 then 384 - h2
end
self.x = 320 - self.width / 2
else
c = event > 0 ? $game_map.events[event] : $game_player
mx, my = 636 - self.width, 476 - self.height
fx = [[c.screen_x - self.width / 2, 4].max, mx].min
sy = name_text ? system.nbyo + 4 : 4
ch = [$scene.spriteset.character_sprites[event - 1].bitmap.height /
4 + 4, 48].max
fy = [[c.screen_y - (ch + self.height), sy].max, my].min
self.x, self.y = fx, fy
end
if name_text
@name_box = Window_NameBox.new(x, y - system.nbyo, name_text)
@name_box.back.opacity = 0 if $game_system.message_frame == 1
end
if picture
@picture = Sprite.new
@picture.bitmap = RPG::Cache.load_bitmap(system.path, picture)
@picture.x = self.x + self.width - @picture.bitmap.width
@picture.y = self.y - @picture.bitmap.height
end
if gold_set
@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
end
#--------------------------------------------------------------------------
# * Evaluate Text
#--------------------------------------------------------------------------
def eval_text(c, read = false)
case c
when "\000"
c = '\\'
when "\001"
@text.sub!(/\[(.*?)\]/, '')
return 0 if read
h, c = $1, $1.to_i
contents.font.color = h.slice!(/./) == '#' ? hex_color(h) : text_color(c)
return
when "\002"
@text.sub!(/\[(.*?)\]/, '')
return 24 if read
y = @fit_size ? system.height * @y + (system.height - 24) / 2 : 32 * @y + 4
contents.blt(@x + @start_x, y, RPG::Cache.icon($1.to_s), Rect.new(0, 0, 24, 24))
@x += 24
return unless @y >= $game_temp.choice_start
@cursor_width[@y] += 24
return
when "\003"
return 0 if read
@stop = true
return
when "\004"
return 0 if read
@wait_count += 10
return
when "\005"
@text.sub!(/\[([x\d]+)\]/, '')
if $1.downcase == 'x'
contents.font.size = Font.default_size
else
contents.font.size = [[$1.to_i, 6].max, system.height].min
end
return 0
when "\006"
contents.font.bold = (! contents.font.bold)
return 0
when "\007"
contents.font.italic = (! contents.font.italic)
return 0
when "\010"
@text.sub!(/\[(.*?)\]/, '')
if $1.downcase == 'x'
contents.font.name = system.font
else
contents.font.name = [$1.to_s, system.font]
end
return 0
when "\011"
@text.sub!(/\[(\d+)\]/, '')
return 0 if read
@autoclose = $1 ? $1.to_i : system.autoclose_frames
return
when "\n"
@y += 1
@x = 0
@x = 8 if @y >= $game_temp.choice_start
return
end
w = contents.text_size(c).width
return w if read
y = @fit_size ? system.height * @y : 32 * @y
if system.outline
color = contents.font.color.dup
contents.font.color.set(0, 0, 0, 255)
contents.draw_text(@x + @start_x + 1, y, w * 2, system.height, c)
contents.draw_text(@x + @start_x, y + 1, w * 2, system.height, c)
contents.draw_text(@x + @start_x - 1, y, w * 2, system.height, c)
contents.draw_text(@x + @start_x, y - 1, w * 2, system.height, c)
contents.font.color = color
contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
elsif system.shadow
color = contents.font.color.dup
contents.font.color.set(0, 0, 0, 192)
contents.draw_text(@x + @start_x + 2, y + 2, w * 2, system.height, c)
contents.font.color = color
contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
else
contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
end
@x += w
return if @y < $game_temp.choice_start || @y > 3
@cursor_width[@y] += w
end
#--------------------------------------------------------------------------
# * Finish
#--------------------------------------------------------------------------
def finish
if temp.choice_max > 0
@item_max, self.active, self.index = temp.choice_max, true, 0
end
if temp.num_input_variable_id > 0
digits_max = temp.num_input_digits_max
number = $game_variables[temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
input_number.number = number
input_number.x = x + 8
input_number.y = y + temp.num_input_start * (@fit_size ? system.height : 32)
end
end
#--------------------------------------------------------------------------
# * Database Icon
#--------------------------------------------------------------------------
def change_icon(option, index)
s = case option.downcase
when 'i' then $data_items[index]
when 'w' then $data_weapons[index]
when 'a' then $data_armors[index]
when 's' then $data_skills[index]
end
return sprintf("\002[%s]%s", s.icon_name, s.name) if s.name
end
#--------------------------------------------------------------------------
# * Hexadecimal Color
#--------------------------------------------------------------------------
def hex_color(string)
return normal_color if string.size != 6
r = g = b = 0
5.times do |i|
s = string.slice!(/./m)
v = hex_convert(s.downcase)
case i
when 0 then r += v * 16
when 1 then r += v
when 2 then g += v * 16
when 3 then g += v
when 4 then b += v * 16
when 5 then b += v
end
end
return Color.new(r, g, b)
end
#--------------------------------------------------------------------------
def hex_convert(c)
return c.to_i if c[/[0-9]/]
case c
when 'a' then 10
when 'b' then 11
when 'c' then 12
when 'd' then 13
when 'e' then 14
when 'f' then 15
end
end
#--------------------------------------------------------------------------
# * Game Message
#--------------------------------------------------------------------------
def system() $game_system.message end
#--------------------------------------------------------------------------
# * Game Temp
#--------------------------------------------------------------------------
def temp() $game_temp end
#--------------------------------------------------------------------------
# * Input Number Window
#--------------------------------------------------------------------------
def input_number() @input_number_window end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @contents_showing
super
if @fade_in
self.contents_opacity += 24
if input_number
input_number.contents_opacity += 24
end
@fade_in = contents_opacity != 255
return
end
if @text
if Input.trigger?(13)
if @stop
self.pause = @stop = false
return
end
@skip = system.can_skip
end
return if @stop
if @wait_count > 0 && ! @skip
@wait_count -= 1
return
end
loop do
if (c = @text.slice!(/./m))
eval_text(c)
if @stop
self.pause = system.pause
return
end
@wait_count += system.speed
else
@text = nil
break
end
break if ! @skip
end
return if @text || @autoclose != -1
finish
return
else
if @autoclose > 0
@autoclose -= 1
return
elsif @autoclose == 0
terminate_message
@autoclose = -1
return
end
end
end
if input_number
input_number.update
if Input.trigger?(13)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] = input_number.number
$game_map.need_refresh = true
input_number.dispose
@input_number_window = nil
terminate_message
end
return
end
if @contents_showing
self.pause = ($game_temp.choice_max == 0) & system.pause
if Input.trigger?(12)
if $game_temp.choice_max > 0 && $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end
if Input.trigger?(13)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
if ! @fade_out && $game_temp.message_text
@contents_showing = temp.message_window_showing = true
@stop = false
@autoclose = -1
@skip = (! system.letter_by_letter)
reset_window
refresh
@wait_count, self.visible = 0, true
return
end
return if ! visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = @fade_out = false
$game_temp.message_window_showing = false
end
end
#--------------------------------------------------------------------------
# * Updates Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
if index >= 0
n = $game_temp.choice_start + @index
y = (@fit_size ? system.height : 32) * n
cursor_rect.set(4 + @start_x, y, @cursor_width.max + 8,
@fit_size ? system.height : 32)
else
cursor_rect.empty
end
end
end
#==============================================================================
# ** Window_NameBox
#------------------------------------------------------------------------------
# This window is used to display the box above the message.
#==============================================================================
class Window_NameBox < Sprite
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :back
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, text)
dumb = Bitmap.new(160, 42)
dumb.font.name = system.font
size = dumb.text_size(text).width
dumb.dispose
@back = Window_Base.new(x, y, size + 12, 32)
skin = system.nb_skin ? system.nb_skin : $game_system.windowskin_name
@back.windowskin = RPG::Cache.windowskin(skin)
viewport = Viewport.new(x + 6, y + 5, size, 22)
@back.z = viewport.z = 9999
super(viewport)
self.bitmap = Bitmap.new(size, 22)
bitmap.font.name = system.font
bitmap.draw_text(0, 0, size, 22, text)
end
#--------------------------------------------------------------------------
# * Game Message
#--------------------------------------------------------------------------
def system() $game_system.message end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
@back.dispose
@back = nil
super
end
end
#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
# Adds a reader to the Event ID and Game Message
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :event_id
#--------------------------------------------------------------------------
# * Game Message
#--------------------------------------------------------------------------
def message
$game_system.message
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# Adds a reader to the Spriteset
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :spriteset
end
Basically, for the purposes of the first script, I've been trying to extract the relevant information from the second script and paste it into the first. However, after spending a LONG time attempting to do this, I've had no success whatsoever.
Could anyone help me out, please? I'd be very grateful!