Envision, Create, Share

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

Custom Picture for Message Window

What I need is pretty simple.

Instead of using a windowskin, I have a custom message box I would like to display, but it's really annoying to have to use "Show Picture" in order to show it, every time it's supposed to come up.

I need the picture to display in the default Message Window script. I need the picture to display at X: 25 and Y: 290  And of course the picture needs to disappear every time dialogue ends.

If anyone could help me with this I'd greatly appreciate it.
 
Here's the first part of the script:

# *****************************************************************************
# *    Universal Message System
# *      v1.21
# *      by Ccoa
# *****************************************************************************
# Usage:
=begin
IN MESSAGE CODES
  \b          - toggle bold on and off
  \c       - change the text color
  \e       - place the text box over event i (0 = player, -1 = no event)
  \face   \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
  \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       - display the name of actor i
  \nm
  \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
=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  = 0
CENTER = 1
LEFT   = 2

# 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 :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 :font # the name of the font
 
  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 :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_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 = 1
   
    @text_mode = ONE_LETTER_AT_A_TIME
   
    @window_height = 128
    @window_width = 500
    @window_justification = CENTER
   
    @face_graphic = ""
    @face_graphic_justification = LEFT
    @face_graphic_position = ABOVE
   
    @shadowed_text = false
    @shadow_color = Color.new(0, 0, 0, 100)
   
    @choice_justification = RIGHT
    @choice_position = SIDE
   
    @message_event = -1
   
    @comic_enabled = true
    @comic_style = TALK1
   
    @name = ""
   
    @font = ""
   
    @text_justification = LEFT
   
    @show_pause = true
   
    @shake = 0
   
    @sound_effect = ""
   
    @slave_windows = {}
    @indy_windows  = {}
   
    @animated_faces = false
    @animation_pause = 80
    @face_frame_width = 100
    @resting_face = ""
    @resting_animation_pause = 80
   
    @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
      $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
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
  #--------------------------------------------------------------------------
  # * 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
          # If choices fit on screen
          #if @list[@index+1].parameters[0].size <= 4 - line_count
            # Advance index
            @index += 1
            # 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
  #--------------------------------------------------------------------------
  # * Setup Choices
  #--------------------------------------------------------------------------
  def setup_choices(parameters)
    # Set choice item count to choice_max
    $game_temp.choice_max = parameters[0].size
    # Set choice to message_text
    $game_temp.choices = parameters[0]
    # Set cancel processing
    $game_temp.choice_cancel_type = parameters[1]
   
    # Set callback
    current_indent = @list[@index].indent
    $game_temp.choice_proc = Proc.new { |n| @branch[current_indent] = n }
  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_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # x-coordinate depends on justification
    if $game_system.window_justification == RIGHT
      x = 0
    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)
    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 = 160
   
    # 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
   
    # name window
    @name_window = Window_Name.new
    @name_window.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
    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
    self.contents.font.color = normal_color
    @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
     
      # 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
        end
        ""
      end
     
      # toggle pause
      @text.gsub!(/\\[Pp][Tt]/) do
        $game_system.show_pause = !$game_system.show_pause
        ""
      end
     
      # shaking
      @text.gsub!(/\\[Ss][Hh][Kk]\[([0-9]+)\]/) do
        $game_system.shake = $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 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 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 + (6 * i) + 5
            if i < 3
              i += 1
            end
          end
        end
         
        self.width = width + 48
        self.height = height + 48
        self.contents = Bitmap.new(width + 16, height)
        self.contents.font.color = normal_color
      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)
          self.contents.font.color = normal_color
        end
      end
     
      reset_window
     
      get_x_value
     
      @count = Graphics.frame_count
      @pause_time = 0
      @ignore = false
      @ascending = true
      @target_x = self.x + $game_system.shake
      @done = false
      @face_frame = 0
      @done = false
    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
      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
    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
        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
      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 = 255
      else
        self.opacity = 0
      end
      self.back_opacity = 160
    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 $game_system.name != ""
        @name_window.set_name($game_system.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
   
    # 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 @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.comic_enabled and $game_system.message_event != -1">
">">
">">">
 
And the second part:

        @comic.opacity += 24
      end
      if $game_system.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_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
      @comic.opacity -= 48
      @face.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @face.opacity = 0
        @choice_window.visible = false
        @choice_window.active = false
        @comic.opacity = 0
        @name_window.visible = false
        @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)
      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 \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         $game_system.indy_windows       end
      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
    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, 32 * @y + 2, 40, 32, c)
      self.contents.font.color = old_color
    end
    self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
    # 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
    @index = 0
    @item_max = choices.size
    @choices = choices
    self.contents = Bitmap.new(32, 32)
  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)
   
    # draw choices
    y = 0
    for line in @choices
      # 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(6, 32 * y + 2, width, 32, line)
        self.contents.font.color = old_color
      end
      self.contents.draw_text(4, y * 32, width, 32, line)
      y += 1
    end
  end
     
  def set_choices(choices)
    @choices = choices
    @item_max = @choices.size
    for choice in @choices
      choice.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
      choice.gsub!(/\\[Nn]\[([0-9]+)\]/) {
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      }
    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
  def initialize
    super(0, 0, 32, 64)
    self.contents = Bitmap.new(32, 32)
    self.opacity = 0
    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)
    # 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
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)
    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 = 160
   
    @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
   
   
   
    @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
    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
    self.contents.font.color = normal_color
    @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][Hh][Kk]\[([0-9]+)\]/) do
        @shake = $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 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 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
         
        self.width = width + 48
        self.height = height + 48
        self.contents = Bitmap.new(width + 16, height)
      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)
        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 = 160
    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
      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 @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">
">">">
 
Third part:

        @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 \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 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
    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, 32 * @y + 2, 40, 32, c)
      self.contents.font.color = old_color
    end
    self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
    # 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)
    self.z += 9999
    self.opacity = 255
    self.back_opacity = 160
    @index = 0
    refresh
    update_cursor_rect
  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    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

And here's the instructions:

Instructions

There are three ways to change settings for your messages in this script. The first is to change the defaults, the second is to use the Script event command, and the third is to use in-message commands. I'll make note of what options are available for each feature as we go along.

Mode

This is what mode the message window is currently in. Normal is a fixed size message window. Fit window to text will size the window to fit the contents.

By Default:
The default script is in normal mode by default. If, for some reason, you find it is not, look for this line:
@ums_mode = FIT_WINDOW_TO_TEXT
and change it to
@ums_mode = NORMAL_MODE

By Script
You can change the message system mode using the Script event command and typing the following:
$game_system.ums_mode = NORMAL_MODE
or
$game_system.ums_mode = FIT_WINDOW_TO_TEXT

By Message Code
You can change from fitted window to normal mode by using the \m code anywhere in the message.

Text Mode

This is whether or not the text is written one letter at a time or all at once (note that in battle, text is written all at once to avoid the very noticeable lag).

By Default
By default, text mode is one letter at a time.  To change this, find this line:
@text_mode = ONE_LETTER_AT_A_TIME
and change to:
@text_mode = ALL_AT_ONCE

By Script
You can change the text write mode ingame by using the following in a script command:
$game_system.text_mode = ONE_LETTER_AT_A_TIME
and:
$game_system.text_mode = ALL_AT_ONCE

By Message Code
There is at present no way to toggle between these modes using message codes.

Text Skip

This script has one letter at a time message writing. You can change whether or not the text can be skipped, and how it will be skipped.

Allowing/Disallowing Text Skip

By Default:
Text skip is on by default. To turn it off by default, look for this line:
@text_skip = true
and change it to:
@text_skip = false

By Script

You can turn text skip off using the Script command by typing the following:
$game_system.text_skip = false
and turn it on with:
$game_system.text_skip = true

By Message Code

You can toggle skipping on and off using the \skip code anywhere in the message. Note that the change won't take place until the \skip is reached.

Write-All Text Skip

This mode simply writes all the remaining text when the player presses the action key.

By Default:

Write all is set by default.

By Script

You can change the text skip mode to write all by typing the following:
$game_system.skip_mode = WRITE_ALL

By Message Code

This option is not available through a message code, because people won't presumably be changing this mid-game.

Write Faster Text Skip

This mode writes the remaining text at 3x speed while the action key is depressed. It goes back to normal speed when the player stops pressing the action button.

By Default:

Find this line:
@skip_mode = WRITE_ALL
and change it to:
@skip_mode = WRITE_FASTER

By Script

You can change the text skip mode to write all by typing the following:
$game_system.skip_mode = WRITE_FASTER

By Message Code

This option is not available through a message code, because people won't presumably be changing this mid-game.

Write Speed

This is how many frames to wait before writing each letter. By default, this is 2.

By Default

Find this line:
@write_speed = 2
and change it to:
@write_speed = i
Where i is the number of frames to delay between letters.

By Script

You can change the text skip mode to write all by typing the following:
$game_system.write_speed = i

By Message Code

Use the window code \ws to change the write speed. The change won't take effect until the code, and will stay in effect until you change it back.


Window Height, Width, and Justification

You can specify the window height, width, and justification. Height and width are ignored in fitted window mode, justification is ignored when the window is centered over an event.


Window Height

By Default:

Find this line:
    @window_height = 128
and change it to:
    @window_height = i

Where i is the desired height of the window.  Note that this is set up for a three line text box.  Four lines would be 160.  Generally, your window height should be 32 + 32 * number of lines.

By Script
You can change the window height by typing the following:
$game_system.window_height = i

By Message Code

Use the window code \height. Note that this change is permanent, you'll have to change it manually if you want to return to the original size.


Window Width

By Default:

Find this line:
@window_width = 480
and change it to:
@window_width = i
Where i is the desired width of the window.

By Script
You can change the window width by typing the following:
$game_system.window_width = i

By Message Code

Use the window code \width. Note that this change is permanent, you'll have to change it manually if you
want to return to the original size.

Window Justification

By Default:

By default, the window will be centered. To change, find this line:
    @window_justification = CENTER
and change to:
    @window_justification = LEFT
or
    @window_justification = RIGHT

By Script

You can change the window justification by typing the following:
$game_system.window_justification = CENTER
$game_system.window_justification = LEFT
$game_system.window_justification = RIGHT

By Message Code

Use the window code \jr, \jl, and \jc to justify right, left, or center, respectively.


Face Graphics

This will display an image (presumably a face graphic) on or around the window. There are several options for where the image will be displayed.


Face Graphic

This is what graphic (imported as a Picture) to display.

By Default:

Not sure why'd you want to do this, but find this line:
    @face_graphic = ""
and change it to:
    @face_graphic = "imagename"
Where imagename is the name of the image, minus the file extension.

By Script

You can change the current face graphic by typing the following:
$game_system.face_graphic = "imagename"
and stop displaying faces using:
$game_system.face_graphic = ""

By Message Code

Use the message code \face[imagename] to display a face graphic, or \face[] to stop displaying.

Face Graphic Justification

This is which side of the window (left or right) to display the face graphic on.

By Default:

Justification is left by default. If you want to change it to right, find this line:
    @face_graphic_justification = LEFT
and change it to:
    @face_graphic_justification = RIGHT

By Script

You can change the current justification by typing the following:
$game_system.face_graphic_justification = LEFT
or
$game_system.face_graphic_justification = RIGHT

By Message Code

Use the message code \fl to change to left justification and \fr to change to right.

Face Graphic Position

This is where the face graphic is displayed.

By Default:

Position is centered vertically in the message box by default. If you want to change it, find this line:
    @face_graphic_position = CENTER
and change it to:
    @face_graphic_position = ABOVE
to display the image above the message box,:
    @face_graphic_position = BOTTOM
to display the bottom of the image even with the bottom of the message, or:
    @face_graphic_position = SIDE
to display the image to the side of the message box.

By Script

You can change the current position by typing the following:
$game_system.face_graphic_position = ABOVE
$game_system.face_graphic_position = CENTER
$game_system.face_graphic_position = BOTTOM
$game_system.face_graphic_position = SIDE

By Message Code

There is no message code to change the image position, because presumably people won't be shifting it around ingame very often, if at all.

Animated Faces

You can set up faces to be animated.  There are two types - a steady animation that plays as long as the message box is open, and one that animates while the text is being written, and another that displays after it is done.

Base Animated Face

This displays a single animated face, that is arranged in a face strip of any length.  The only qualification for a face strip is that each frame must be the same width.

By Default

By default, the script does not look for animated face strips.  To change this, look for this line:
    @animated_faces = false
and change it to:
    @animated_faces = true

By Script

You can switch from static to animated faces ingame using the following in a Script event command:
$game_system.animated_faces = true
and
$game_system.animated_faces = false

By Message Code

There is at present no message code to switch from animated to static faces and back.

Animation Pause

This is how long in frames to wait between playing the main animation strip.

By Default

By default, the pause is set to 80 frames.  To change this, find this line:
    @animation_pause = 80
and change it to:
    @animation_pause = i
where i is the number of frames to wait between playing the animation.

By Script

To change the number of frames to wait between animations ingame, use the following in a Script event command:
$game_system.animation_pause = i

By Message Code

There is at present no message code to change the animation pause.

Frame Width

This is how wide, in pixels, each of the frames on the faceset is.

By Default

By default, this is set to 100 pixels.  To change this, look for this line:
    @face_frame_width = 100
and change it to:
    @face_frame_width = i
where i is the number of pixels.

By Script

To change the width of the faceset's frames ingame, use the following in a Script event command:
$game_system.face_frame_width = i

By Message Code

There is at present no message code to change the frame width.

Resting Face

You can set up a separate face to animate after the text has finished printing.

By Default

By default, there is no resting face.  To change this, look for this line:
    @resting_face = ""
and change it to:
    @resting_face = "imagenameposttext"
where imagenameposttext is the text to append to the end of the current face image name to get the resting image.  For example, if this is "_blink", and the current face image name is Gloria, then the script will look for Gloria_blink as the resting face.

By Script

To turn off resting faces ingame, use the following in a Script command:
$game_system.resting_face = ""
or to change the subtext, use:
$game_system.resting_face = "imagenameposttext"

By Message Code

There is at present no message code to turn off or change the resting face.

Resting Animation Pause

This is the same as animation pause, but it defines how long to wait between animations of the resting face.

By Default

By default, the pause is set to 80 frames.  To change this, find this line:
    @resting_animation_pause = 80
and change it to:
    @resting_animation_pause = i
where i is the number of frames to wait between playing the animation.

By Script

To change the number of frames to wait between animations ingame, use the following in a Script event command:
$game_system.resting_animation_pause = i

By Message Code

There is at present no message code to change the resting animation pause.

Choice Window

Choices are displayed in a seperate window, in order to allow for the different window sizes. You can change the positioning and alignment of the choice window similarly to the face graphic.


Choice Window Justification

This is which side of the message box (left or right) the window will appear on.

By Default:

The choice window is justified to the right by default. If you want to change it, find this line:
    @choice_justification = RIGHT
and change it to:
    @choice_justification = LEFT

By Script

You can change the current justification by typing the following:
$game_system.choice_justification = RIGHT
$game_system.choice_justification = LEFT

By Message Code

There is no message code to change the choice window justification, because presumably people won't be shifting it around ingame very often, if at all.


Choice Window Position

This is where the window will appear. Choices are below, above, and to the side. If there isn't enough room, the window will be repositioned. If the position is below, it will be displayed above. If above, it will be below. If to the side, it will check below first, and if not enough room below, it will display above.

By Default:

The choice window is positioned to the side by default. To change it, find this line:
    @choice_position = SIDE
and change it to:
    @choice_position = ABOVE
or
    @choice_position = BOTTOM

By Script

You can change the current position by typing the following:
$game_system.choice_position = SIDE
$game_system.choice_position = ABOVE
$game_system.choice_position = BOTTOM

By Message Code

There is no message code to change the choice window position, because presumably people won't be shifting it around ingame very often, if at all.

More Than 4 Choices

You can merge multiple Show Choices event commands into one.  They must appear one after the other.

First, you must enter this in an Script event command, sometime before the choices are to be shown:

$game_temp.num_choices = i

Where i is the number of show choice event commands there will be.

Then just place the show choice event commands one after the other.  The cancel option for the last show choice event command will be the one that will be used.  Check out Cleric 6 in the demo for an example.  Note that due to the restrictions of the screen size, you may not be able to show more than 9 choices on the screen.

Input Number Window

Like the choice window, the input number window appears seperately.  The input number window's justifaction and position will always be the same as the choice window.


Event Centering

You can choose to center the message box above an event or the player. The message box will follow the event or player if it moves.

By Default:

By default, the message box is not positioned above any event. To change this, find this line:
    @message_event = -1
and change it to:
    @message_event = i
where i is the number of the event you want to center on by default. 0 is the player.

By Script

You can change the current event by typing the following:
$game_system.message_event = i
Where i is the event number you want to center on. 0 is the player, -1 stops centering on an event.


By Message Code

Use the code \e to change what event you'll center on.

Caterpillar Actor Centering

You can now center the message over a train actor in a caterpillar script.  This is set up to work with my caterpillar script.  For fukuyama's, please see the FAQ.

By Default:

This is set to none by default.  You'll probably want to keep it that way.

By Script:

Use the following in a call script:
$game_system.train_actor = i
Where i is the position of the train actor.  0 is the player, 1 is second in line, etc.  Turn it off by using:
$game_system.train_actor = -1

By Message Code

Use the message code \ta, where i is the position of the train actor.


Comic Style Messages

You can choose to display a little talk bubble icon on the message box. This will only work when centering over an event or the player. The script supports three different icons you can use, talk1, talk2, and thought.

Enabling Comic Messages

By Default:
By default, the comic messages are disabled. To change this, find this line:
    @comic_enabled = false
and change it to:
    @comic_enabled = true

By Script

You can change comic messages to enabled or disabled by typing the following:
$game_system.comic_enabled = true
$game_system.comic_enabled = false

By Message Code

There is no message code to toggle this on and off, since presumably you won't be doing it much. Remember, the icon won't be displayed if you're not centering on an event, so you can display normal messages without disabling this.


Changing Comic Icon

You can change which of the three icons are displayed. Talk1 is presumably your main talk icon. Talk2 is open for you to define, maybe a lightning bolt shaped shout icon. Thought is intended to be thought bubbles. Example talk1 and thought icons are included in the demo, imported as windowskins. They must be saved as talk1, talk2, and thought, case sensitive.

By Default:

By default, the talk1 icon would be displayed. To change this, find this line:
    @comic_style = TALK1
and change it to:
    @comic_style = TALK2
or:
    @comic_style = THOUGHT

By Script

You can change which one is displayed ingame by typing the following:
$game_system.comic_style = TALK1
$game_system.comic_style = TALK2
$game_system.comic_style = THOUGHT

By Message Code

You can use \t1 to change to talk1, \t2 to change to talk2, and \th to change to thought.


Name Display

Character Name

You can display a name above the message box.

By Default:

By default, no name will be displayed. To change this, although I'm not sure why you would, find this line:
    @name = ""
and change to:
    @name = "name"

By Script

You can change the name to be displayed ingame by typing the following:
$game_system.name = "name"
where name is the name to be displayed, or
$game_system.name = ""
to stop displaying names.

By Message Code

You can use \nm">">
">">
 

Thank you for viewing

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

Discord

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

Content

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