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Ccoa's UMS

R.J.

Member

Hello guys,

I'm using Ccoa's UMS, and I have a few questions about it:

- How can I change the x, y, coordinates of the face graphic that is displayed?
- How can I change the x, y, coordinates of the name box that is displayed?
- How can I change the x, y, coordinates of the text that is being written in the textbox?

I'm not exactly a scripter, but I don't think it should be that hard to change these things, I just need to know where I can do so within the script.

PS: If you happen to know a message system script that is better, I'm open for suggestions. I'm having no problems with this current script really, but I haven't been keeping track of the new scripts lately. If you do make a suggestion, please include how I can modify the above three things as well.

I hope someone can help, thank you in advance.
 

R.J.

Member

Oh by the way I have here the UMS so that if you don't know where to find it you won't have to waste time searching for it.

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")

            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")

              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")

            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
 
Looks like the face location is around 1409-1453
Name_window is right below that (1477)
I think line 935 is the initial position to start drawing text. The problem you may run into is that this system draws the characters one at a time, so the @x & @y are getting updated with every character. Give it a try....

Be Well
 

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