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UMS & Config compatibility

it seems that the UMS script is not compatable with the config menu...is there anyway to make them both work...yet not lose any functions.

thank u!
config script
Code:
#==============================================================================
# ** Configuration Translated
#==============================================================================
# The Sleeping Leonhart
# Version 1.3
# 7.07.06
#==============================================================================
# This script function only whit the SDK
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Configuration', 'The Sleeping Leonhart', 1.3, '7.07.06')

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Configuration') == true

module RPG
  module Cache
    def self.windowskin(filename, hue)
      self.load_bitmap("Graphics/Windowskins/", filename, hue)
    end
  end
end
  
class Game_System
  attr_reader   :map_interpreter          
  attr_reader   :battle_interpreter       
  attr_accessor :timer                    
  attr_accessor :timer_working            
  attr_accessor :save_disabled            
  attr_accessor :menu_disabled            
  attr_accessor :encounter_disabled       
  attr_accessor :message_position         
  attr_accessor :message_frame            
  attr_accessor :save_count               
  attr_accessor :magic_number             
  attr_accessor :bgm_volume
  attr_accessor :se_volume
  attr_accessor :skin_hue
  attr_accessor :skin_index
  def initialize
    @map_interpreter = Interpreter.new(0, true)
    @battle_interpreter = Interpreter.new(0, false)
    @timer = 0
    @timer_working = false
    @save_disabled = false
    @menu_disabled = false
    @encounter_disabled = false
    @message_position = 2
    @message_frame = 0
    @save_count = 0
    @magic_number = 0
    @bgm_volume = 100
    @se_volume = 100
    @skin_hue = 0
    @skin_index = 7
  end
  def bgm_play(bgm)
    @playing_bgm = bgm
    if bgm != nil and bgm.name != ""
      Audio.bgm_play("Audio/BGM/" + bgm.name , bgm.volume * bgm_volume / 100, bgm.pitch)
    else
      Audio.bgm_stop
    end
    Graphics.frame_reset
  end
  def bgs_play(bgs)
    @playing_bgs = bgs
    if bgs != nil and bgs.name != ""
      Audio.bgs_play("Audio/BGS/" + bgs.name, bgs.volume * se_volume / 100, bgs.pitch)
    else
      Audio.bgs_stop
    end
    Graphics.frame_reset
  end
  def me_play(me)
    if me != nil and me.name != ""
      Audio.me_play("Audio/ME/" + me.name, me.volume * se_volume / 100, me.pitch)
    else
      Audio.me_stop
    end
    Graphics.frame_reset
  end
  def se_play(se)
    if se != nil and se.name != ""
      Audio.se_play("Audio/SE/" + se.name, se.volume * se_volume / 100, se.pitch)
    end
  end
end

class Window_Base < Window
  def initialize(x, y, width, height)
    super()
    @windowskin_name = $windowskin_name
    self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name, $game_system.skin_hue)
    self.x = x
    self.y = y
    self.width = width
    self.height = height
    self.z = 100
  end
  def update
    super
    if $windowskin_name != @windowskin_name
      @windowskin_name = $windowskin_name
      self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name, $game_system.skin_hue)
    end
  end
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
    bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    for i in 1..( (min / max) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_color.blue * i / width
        a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
        self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
end

class Arrow_Base < Sprite
  attr_reader   :index          
  attr_reader   :help_window           
  def initialize(viewport)
    super(viewport)
    self.bitmap = RPG::Cache.windowskin($game_system.windowskin_name, $game_system.skin_hue)
    self.ox = 16
    self.oy = 64
    self.z = 2500
    @blink_count = 0
    @index = 0
    @help_window = nil
    update
  end
end

class Window_Command < Window_Selectable
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name, $game_system.skin_hue)
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
end

class Window_VolumeBGMCorrente < Window_Base
  def initialize
    super(160, 0, 480, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = 20
  end  
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name, $game_system.skin_hue)    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 160, 32, "Music Volume")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_system.bgm_volume.to_s + "%", 2.9)
    draw_slant_bar(160, 45, $game_system.bgm_volume.to_f, 100, 100, 6,
    Color.new(200, 200, 200), Color.new(100, 100, 100))
  end  
end

class Window_VolumeSECorrente < Window_Base
  def initialize
    super(160, 96, 480, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = 20
  end  
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name, $game_system.skin_hue)    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 160, 32, "Sound Effect Volume")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_system.se_volume.to_s + "%", 2.9)
    draw_slant_bar(160, 45, $game_system.se_volume.to_f, 100, 100, 6,
    Color.new(200, 200, 200), Color.new(100, 100, 100))
  end  
end

class Window_ColoreSkinCorrente < Window_Base
  def initialize
    super(160, 192, 480, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = 20
  end  
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name, $game_system.skin_hue)
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 160, 32, "Skin Color")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_system.skin_hue.to_s, 2.9)
    draw_slant_bar(160, 45, $game_system.skin_hue.to_f, 350, 100, 6,
    Color.new(200, 200, 200), Color.new(100, 100, 100))
  end  
end

class Window_TramaSkinCorrente < Window_Base
  def initialize
    super(160, 288, 480, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = 20
  end  
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($game_system.windowskin_name, $game_system.skin_hue)    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 160, 32, "Current Skin")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_system.windowskin_name, 2.9)
  end  
end

class Scene_Opzioni
  def initialize(option_index = 0, skin_index = $game_system.skin_index)
    @option_index = option_index
    @skin_index = skin_index
  end
  def main
    s1 = "Music Volume"
    s2 = "SE Volume"
    s3 = "Skin Color"
    s4 = "Skin Type"
    
    r1 = "Black"
    r2 = "Old"
    r3 = "Red"
    r4 = "White Ties"
    r5 = "Blue"
    r6 = "Comic Skin"
    r7 = "Army"
    r8 = "SLFFVII"
    
    @windowskin_window = Window_Command.new(160, [r1, r2, r3, r4, r5, r6, r7, r8])    
    @windowskin_window.index = @skin_index
    @command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @command_window.index = @option_index    
    @currentsfx_window = Window_VolumeSECorrente.new
    @currentbgm_window = Window_VolumeBGMCorrente.new
    @currentskin_window = Window_ColoreSkinCorrente.new
    @currwindskin_window = Window_TramaSkinCorrente.new
    @currentsfx_window.active = false
    @currentbgm_window.active = false
    @currentskin_window.active = false
    @windowskin_window.active = false
    @currwindskin_window.active = false
    @command_window.x = 640
    @windowskin_window.y = 480
    @windowskin_window.x = 0
    @currentbgm_window.y = 480
    @currentsfx_window.y = 576
    @currentskin_window.y = 672
    @currwindskin_window.y = 600
    @currentsfx_window.refresh
    @currentbgm_window.refresh 
    @currentskin_window.refresh
    @currwindskin_window.refresh
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @currentbgm_window.dispose
    @currentsfx_window.dispose
    @currentskin_window.dispose
    @windowskin_window.dispose
    @currwindskin_window.dispose        
  end
  def update
    @windowskin_window.update    
    @command_window.update
    @currentsfx_window.update
    @currentbgm_window.update 
    @currentskin_window.update
    @currwindskin_window.update
    if @command_window.x > 0
      @command_window.x -= 64
    end
    if @windowskin_window.y > 160
      @windowskin_window.y -= 40
    end
    if @currentbgm_window.y > 0
      @currentbgm_window.y -= 96
    end    
    if @currentsfx_window.y > 96
      @currentsfx_window.y -= 60
    end    
    if @currentskin_window.y > 192
      @currentskin_window.y -= 48
    end    
    if @currwindskin_window.y > 288
      @currwindskin_window.y -= 24
    end  
    if @command_window.active
      update_command
      return
    end 
    if @currentbgm_window.active              
      update_bgm
      return
    end
    if @currentsfx_window.active              
      update_sfx
      return
    end
    if @currentskin_window.active
      update_skin
      return
    end    
    if @windowskin_window.active
      update_windowskin
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(4)
      return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @currentbgm_window.active = true
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @currentsfx_window.active = true        
      when 2
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @currentskin_window.active = true 
      when 3
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @windowskin_window.active = true
      end
      return
    end
  end
def update_sfx
    if Input.repeat?(Input::LEFT)        
      if $game_system.se_volume < 1       
          $game_system.se_play($data_system.decision_se)
          $game_system.se_volume = 100
          @currentsfx_window.refresh
        else
        $game_system.se_volume = $game_system.se_volume - 1
        $game_system.se_play($data_system.decision_se)        
        @currentsfx_window.refresh      
      end
      return
    end
    if Input.repeat?(Input::DOWN)        
      if $game_system.se_volume < 10       
          $game_system.se_play($data_system.decision_se)
          $game_system.se_volume = 100
          @currentsfx_window.refresh
        else
        $game_system.se_volume = $game_system.se_volume - 10
        $game_system.se_play($data_system.decision_se)        
        @currentsfx_window.refresh      
      end
      return
    end
    if Input.repeat?(Input::RIGHT)
      if $game_system.se_volume > 99       
          $game_system.se_play($data_system.decision_se)
          $game_system.se_volume = 0
          @currentsfx_window.refresh
        else
        $game_system.se_volume = $game_system.se_volume + 1
        $game_system.se_play($data_system.decision_se)
        @currentsfx_window.refresh      
      end
      return
    end  
    if Input.repeat?(Input::UP)
      if $game_system.se_volume > 90       
          $game_system.se_play($data_system.decision_se)
          $game_system.se_volume = 0
          @currentsfx_window.refresh
        else
        $game_system.se_volume = $game_system.se_volume + 10
        $game_system.se_play($data_system.decision_se)
        @currentsfx_window.refresh      
      end
      return
    end      
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @currentsfx_window.active = false
      return
    end
  end
  def update_bgm
    if Input.repeat?(Input::LEFT)        
      if $game_system.bgm_volume < 1       
          $game_system.se_play($data_system.decision_se)
          $game_system.bgm_volume = 100
          $game_system.bgm_play($game_system.bgm_memorize)
          $game_system.se_play($data_system.decision_se)
          @currentbgm_window.refresh
        else
        $game_system.bgm_volume = $game_system.bgm_volume - 1
        $game_system.se_play($data_system.decision_se)        
        @currentbgm_window.refresh 
        $game_system.bgm_play($game_system.bgm_memorize)
      end
      return
    end
    if Input.repeat?(Input::DOWN)        
      if $game_system.bgm_volume < 10       
          $game_system.bgm_volume = 100
          $game_system.bgm_play($game_system.bgm_memorize)
          $game_system.se_play($data_system.decision_se)
          @currentbgm_window.refresh
        else
        $game_system.bgm_volume = $game_system.bgm_volume - 10
        $game_system.se_play($data_system.decision_se)        
        @currentbgm_window.refresh 
        $game_system.bgm_play($game_system.bgm_memorize)
      end
      return
    end    
    if Input.repeat?(Input::RIGHT)
      if $game_system.bgm_volume > 99       
          $game_system.bgm_volume = 0
          $game_system.bgm_play($game_system.bgm_memorize)
          $game_system.se_play($data_system.decision_se)
          @currentbgm_window.refresh
        else
        $game_system.bgm_volume = $game_system.bgm_volume + 1
        $game_system.se_play($data_system.decision_se)
        @currentbgm_window.refresh  
        $game_system.bgm_play($game_system.bgm_memorize)
      end
      return
    end
    if Input.repeat?(Input::UP)
      if $game_system.bgm_volume > 90       
          $game_system.bgm_volume = 0
          $game_system.bgm_play($game_system.bgm_memorize)
          $game_system.se_play($data_system.decision_se)
          @currentbgm_window.refresh
        else
        $game_system.bgm_volume = $game_system.bgm_volume + 10
        $game_system.se_play($data_system.decision_se)
        @currentbgm_window.refresh  
        $game_system.bgm_play($game_system.bgm_memorize)
      end
      return
    end    
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @currentbgm_window.active = false
      return
    end
  end
    def update_skin
    if Input.repeat?(Input::LEFT)        
      if $game_system.skin_hue < 1       
          $game_system.se_play($data_system.decision_se)
           @currentskin_window.refresh 
          $game_system.skin_hue = 350
          recolour
      else
        $game_system.skin_hue = $game_system.skin_hue - 1
        $game_system.se_play($data_system.decision_se)
        @currentskin_window.refresh 
        recolour
      end
      return
    end
    if Input.repeat?(Input::DOWN)        
      if $game_system.skin_hue < 10       
        $game_system.skin_hue = 350
        $game_system.se_play($data_system.decision_se)
         @currentskin_window.refresh 
        recolour
        else
        $game_system.skin_hue = $game_system.skin_hue - 10
        $game_system.se_play($data_system.decision_se)
        @currentskin_window.refresh 
        recolour
      end
      return
    end    
    if Input.repeat?(Input::RIGHT)
      if $game_system.skin_hue > 349       
        $game_system.skin_hue = 0
        $game_system.se_play($data_system.decision_se)
        @currentskin_window.refresh 
        recolour
        else
        $game_system.skin_hue = $game_system.skin_hue + 1
        $game_system.se_play($data_system.decision_se)      
        @currentskin_window.refresh
        recolour
      end
      return
    end
    if Input.repeat?(Input::UP)
      if $game_system.skin_hue > 340       
        $game_system.skin_hue = 0
        $game_system.se_play($data_system.decision_se)
        @currentskin_window.refresh 
        recolour
        else
        $game_system.skin_hue = $game_system.skin_hue + 10
        $game_system.se_play($data_system.decision_se)      
        @currentskin_window.refresh
        recolour
      end
      return
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @currentskin_window.active = false
      return
    end
  end
  def update_windowskin
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @windowskin_window.active = false
      @command_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      case @windowskin_window.index
      when 0 
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "Black"
        $game_system.skin_index = 0
        recolour
      when 1 
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "Old"
        $game_system.skin_index = 1
        recolour
      when 2 
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "Red"
        $game_system.skin_index = 2
        recolour
      when 3 
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "White Ties"
        $game_system.skin_index = 3
        recolour
      when 4 
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "Blue"
        $game_system.skin_index = 4
        recolour
      when 5 
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "Comic Skin"
        $game_system.skin_index = 5
        recolour
      when 6 
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "Army"
        $game_system.skin_index = 6
        recolour
      when 7 
        $game_system.se_play($data_system.decision_se)
        $game_system.windowskin_name = "SLFFVII"
        $game_system.skin_index = 7
        @windowskin_window.active = true
        recolour
      end
      return
    end
  end
  def recolour
    @command_window.refresh
    @currentbgm_window.refresh
    @currentsfx_window.refresh
    @currentskin_window.refresh
    @windowskin_window.refresh  
    @currwindskin_window.refresh
  end
end


#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
UMS script
Code:
# *****************************************************************************
# *    Universal Message System
# *      v1.21
# *      by Ccoa
# *****************************************************************************
# Usage:
=begin

IN MESSAGE CODES
  \b          - toggle bold on and off
  \c[i]       - change the text color
  \e[i]       - place the text box over event i (0 = player, -1 no event)
  \face[name] - changes the face graphic to name.png (leave empty [] for no face)
  \fl         - change face justification to left
  \font[name] - change the font to name, leave empty [] to return to the default font
  \fr         - change face justification to right
  \g          - display the gold window
  \height     - height of the message window, works only in normal mode
  \i          - toggle italics on and off
  \ignr       - Do not write anything on this line, only process codes, must be the first thing on a line 
  \jc         - justify the window to the center, ignored if using \e
  \jl         - justify the window to the left, ignored if using \e
  \jr         - justify the window to the right, ignored if using \e
  \m          - toggle mode between normal and fit window to text
  \n[i]       - display the name of actor i
  \nm[name]   - display the name in the name window, leave empty [] to remove the name window
  \oa[i]      - display the icon and name of armor i
  \oi[i]      - display the icon and name of item i
  \os[i]      - display the icon and name of skill i
  \ow[i]      - display the icon and name of weapon i
  \p[i]       - pause for i frames before writing the next character
  \pt         - toggle pause display on and off
  \s          - toggle shadowed text
  \shk[i]     - set window shake to i, higher i is bigger shake, 0 is no shake
  \skip       - toggle text skip on and off
  \t1         - switch to the talk1 comic thingy
  \t2         - switch to the talk2 comic thingy
  \tc         - center the text, must be the first thing on a line
  \th         - switch to the thought comic thingy
  \tl         - left justify the text, must be the first thing on a line
  \tr         - right justify the text, must be the first thing on a line
  \v[i]       - display variable i
  \width      - width of the message window, works only in normal mode
  \w[i]       - wait for i frames after receiving this code, then close the window
  \ws[i]      - change the write speed to i
  \slv[name]  - set this window to be slave window name, or show slave window name
  \inc        - include this window in the last
  
OUT OF MESSAGE CODES (use in a Script event command)
$game_system.ums_mode = NORMAL_MODE - switch to normal mode
$game_system.ums_mode = FIT_WINDOW_TO_TEXT - switch to fit window mode
$game_system.text_skip = true - turn text skip on
$game_system.text_skip = false
true                           - turn text skip off (true is necessary)
$game_system.text_mode = WRITE_FASTER - change skip mode to write faster
$game_system.text_mode = WRITE_ALL - change skip mode to write all
$game_system.write_speed = i - change the delay between letters to i frames
$game_system.window_height = i - change the window height to i
$game_system.window_width = i - change the window width to i
$game_system.window_justification = RIGHT - make the window right justified
$game_system.window_justification = LEFT - make the window left justified
$game_system.window_justification = CENTER - make the window center justified
$game_system.face_graphic = "filename" - change the face graphic to filename.png
$game_system.face_graphic = "" - change the face graphic to none
$game_system.face_graphic_justification = LEFT - the face graphic is on the left side
$game_system.face_graphic_justification = RIGHT - the face graphic is on the right side
$game_system.face_graphic_position = TOP - face graphic appears on top of window
$game_system.face_graphic_position = CENTER - face graphic appears centered in window
$game_system.face_graphic_position = BOTTOM - face graphic appears on the bottom of window
$game_system.shadow_text = true - turn text shadowing on
$game_system.shadow_text = false
true                            - turn text shadowing off (true is necessary)
$game_system.shadow_color = Color.new(red, blue, green, alpha) - change shadow color
$game_system.message_event = what event to put the message over (0 = player, -1 = no event)
$game_system.comic_enabled = false 
true                               - turn off comic thingy
$game_system.comic_enabled = true  - turn on comic thingy (only works with message_event not -1)
$game_system.comic_style = TALK1   - use the talk1.png comic thingy
$game_system.comic_style = TALK2   - use the talk2.png comic thingy
$game_system.comic_style = THOUGHT - use the thought.png comic thingy
$game_system.name = "name" - change the text of the name window to name
$game_system.name = "" - remove the name window
$game_system.font = "name" - change the font to name
$game_system.font = "" - return the font to the default
$game_system.text_justification = CENTER - center justify the text
$game_system.text_justification = LEFT - left justify the text
$game_system.text_justification = RIGHT - right justify the text
$game_system.show_pause = true - show pause icon when waiting for user input
$game_system.show_pause = false - don't show pause icon when waiting for user input
$game_system.shake = 0 - turn window shake off
$game_system.shake = i - set shake to i, higher i is bigger shake
$game_system.sound_effect = "" - turn off the letter-by-letter SE
$game_system.sound_effect = "sename" - play the SE sename with each letter written
$game_system.animated_faces = false - do not use animated faces
$game_system.animated_faces = true - use animated faces
$game_system.animation_pause = i - Wait i frames between each animation
$game_system.face_frame_width = i - Each frame on the faceset is i pixels
$game_system.resting_face = "" - Do not use a resting face
$game_system.resting_face = "name" - Use a different animated face named facenamename when done talking
$game_system.resting_animation_pause = i - Wait i frames between resting animations
$game_system.text_mode = ONE_LETTER_AT_A_TIME - write text one letter at a time
$game_system.text_mode = ALL_AT_ONCE - write text all at once
$game_system.font_color = Color.new(R, G, B, A) - permanently change the font color to the RGBA color given here
$game_system.font_color = nil - return the font color permanently to normal_color (white, by default)
$game_system.windowskin = "windowskinname" - change the message box windowskin to windowskin
$game_system.windowskin = "" - change the message box windowskin back to the one in the database
$game_system.name_window = true - show the name window
$game_system.name_window = false - hide the name window (just show the text)

=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 :name_window # should the name window be visible?
  
  attr_accessor :font # the name of the font
  attr_accessor :font_color # the name of the (permanent) font color
  
  attr_accessor :text_justification # the justification of the window text
  
  attr_accessor :show_pause # whether or not to show the pause icon
  
  attr_accessor :shake # the amount of shake for the window
  
  attr_accessor :sound_effect # SE to play with each letter
  
  attr_accessor :slave_windows # hash of slave windows
  attr_accessor :indy_windows  # hash of independent windows
  
  attr_accessor :animated_faces # are the faces animated?
  attr_accessor :animation_pause # how long do I wait between animation loops?
  attr_accessor :face_frame_width # how many pixels wide is each face frame
  attr_accessor :resting_face  # postext for waiting face graphic
  attr_accessor :resting_animation_pause # how long to wait for resting graphic
  
  attr_accessor :windowskin # what windowskin to use for messages
  
  attr_reader :shortcuts  # user-defined shortcuts
  
  alias ums_initialize initialize
  def initialize
    ums_initialize
    @ums_mode = NORMAL_MODE
    
    @skip_mode = WRITE_ALL
    @text_skip = true
    @write_speed = 2
    
    @text_mode = ONE_LETTER_AT_A_TIME
    
    @window_height = 128
    @window_width = 480
    @window_justification = CENTER
    
    @face_graphic = ""
    @face_graphic_justification = LEFT
    @face_graphic_position = CENTER
    
    @shadowed_text = false
    @shadow_color = Color.new(0, 0, 0, 100)
    
    @choice_justification = RIGHT
    @choice_position = SIDE
    
    @message_event = -1
    
    @comic_enabled = false
    @comic_style = TALK1
    
    @name = ""
    @name_window = false
    
    @font = ""
    @font_color = nil
    
    @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
    
    @windowskin = ""
    
    @used_codes = ['\v', '\n', '\c', '\g', '\skip', '\m', '\height', '\width', 
                   '\jr', '\jc', '\jl', '\face', '\fl', '\fr', '\b', '\i', '\s',
                   '\e', '\t1', '\t2', '\th', '\nm', '\font', '\p', '\w', '\ws',
                   '\oa', '\oi', '\os', '\ow', '\tl', '\tr', '\tc', '\ignr', 
                   '\shk', '\slv', '\ind', '\inc']
                   
    @shortcuts = {}
  end
  
  def add_shortcut(shortcut, code)
    text = shortcut.downcase
    if !@used_codes.include?(text)
      @shortcuts[shortcut] = code
    end
  end
  
  def open_window(name)
    if $game_system.indy_windows.has_key?(name)
      $game_system.indy_windows[name].show = true
    end
  end
  
  def close_window(name)
    if $game_system.indy_windows.has_key?(name)
      $game_system.indy_windows[name].dispose
      $game_system.indy_windows.delete(name)
    end
  end
end

#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
  attr_accessor :choices
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 = 640 - self.width
    elsif $game_system.window_justification == LEFT
      x = 0
    else # center
      x = (640 - $game_system.window_width) / 2
    end
    # y-coordinate depends on height
    y = 480 - $game_system.window_height - 16
    super(x, y, $game_system.window_width, $game_system.window_height)
    self.contents = Bitmap.new(width - 32, height - 32)
    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
    if $game_system.font_color.nil?
      self.contents.font.color = normal_color
    else
      self.contents.font.color = $game_system.font_color
    end
    if $game_system.windowskin != ""  
      self.windowskin = RPG::Cache.windowskin($game_system.windowskin)
    else
      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name)
    end
    @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
          @name_window.dummy_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
        
        if $game_system.face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)
          width += @face.bitmap.width
          if height < @face.bitmap.height
            height = @face.bitmap.height - 32
          end
        end
        
        if height == 0
          height = 1
        end
        
        self.width = width + 48
        self.height = height + 48 
        self.contents = Bitmap.new(width + 16, height)
        if $game_system.font_color.nil?
          self.contents.font.color = normal_color
        else
          self.contents.font.color = $game_system.font_color
        end
      else
        if self.width != $game_system.window_height or self.height != $game_system.window_width
          self.width = $game_system.window_width
          self.height = $game_system.window_height
          self.contents = Bitmap.new(self.width - 32, self.height - 32)
          if $game_system.font_color.nil?
            self.contents.font.color = normal_color
          else
            self.contents.font.color = $game_system.font_color
          end
        end
      end
      
      reset_window
      
      get_x_value
      
      @count = Graphics.frame_count
      @pause_time = 0
      @ignore = false
      @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 $game_system.name != ""
        @name_window.x = self.x
        @name_window.y = self.y - 36
        @name_window.set_name($game_system.name)
      end
      
      # If choice
    if $game_temp.choice_max > 0
      @choice_window.set_choices($game_temp.choices)
      # determine x and y coords for choice window
      if $game_system.choice_justification == LEFT
        @choice_window.x = self.x
      else
        @choice_window.x = self.x + self.width - @choice_window.width
      end
      if $game_system.choice_position == ABOVE
        # check to make sure there is enough room above the textbox
        if self.y < @choice_window.height
          # not enough room above, place below
          @choice_window.y = self.y + self.height
        else
          # draw above
          @choice_window.y = self.y - @choice_window.height
        end
      elsif $game_system.choice_position == BOTTOM
        # check to make sure there is enough room below the textbox
        if (480 - self.y - self.height) < @choice_window.height
          # not enough room below, place above
          @choice_window.y = self.y - @choice_window.height
        else
          # draw below 
          @choice_window.y = self.y + self.height
        end
      else # side
        if $game_system.choice_justification == LEFT
          # check to make sure there's room on the left side
          if self.y < @choice_window.width
            # not enough room on the side, check to make sure there's room below
            if (480 - self.y - self.height) < @choice_window.height
              # not enough room below, place above
              @choice_window.y = self.y - @choice_window.height
            else
              # draw below 
              @choice_window.y = self.y + self.height
            end
          else
            # place on the left side
            @choice_window.y = self.y
            @choice_window.x = self.x - @choice_window.width
          end
        else # right
          # check to make sure there's room on the right side
          if (680 - (self.y + self.width)) < @choice_window.width
            # not enough room on the side, check to make sure there's room below
            if (480 - self.y - self.height) < @choice_window.height
              # not enough room below, place above
              @choice_window.y = self.y - @choice_window.height
            else
              # draw below 
              @choice_window.y = self.y + self.height
            end
          else
            # place on the left side
            @choice_window.y = self.y
            @choice_window.x = self.x + self.width
          end
        end
      end
    end
    
    # If number input
    if $game_temp.num_input_variable_id > 0
      if @input_number_window == nil
        digits_max = $game_temp.num_input_digits_max
        number = $game_variables[$game_temp.num_input_variable_id]
        @input_number_window = Window_InputNumber.new(digits_max)
        @input_number_window.number = number
      end
      # determine x and y coords for number input window
      if $game_system.choice_justification == LEFT
        @input_number_window.x = self.x
      else
        @input_number_window.x = self.x + self.width - @input_number_window.width
      end
      if $game_system.choice_position == ABOVE
        # check to make sure there is enough room above the textbox
        if self.y < @input_number_window.height
          # not enough room above, place below
          @input_number_window.y = self.y + self.height
        else
          # draw above
          @input_number_window.y = self.y - @choice_window.height
        end
      elsif $game_system.choice_position == BOTTOM
        # check to make sure there is enough room below the textbox
        if (480 - self.y - self.height) < @input_number_window.height
          # not enough room below, place above
          @input_number_window.y = self.y - @input_number_window.height
        else
          # draw below 
          @input_number_window.y = self.y + self.height
        end
      else # side
        if $game_system.choice_justification == LEFT
          # check to make sure there's room on the left side
          if self.y < @input_number_window.width
            # not enough room on the side, check to make sure there's room below
            if (480 - self.y - self.height) < @input_number_window.height
              # not enough room below, place above
              @input_number_window.y = self.y - @input_number_window.height
            else
              # draw below 
              @input_number_window.y = self.y + self.height
            end
          else
            # place on the left side
            @input_number_window.y = self.y
            @input_number_window.x = self.x - @choice_window.width
          end
        else # right
          # check to make sure there's room on the right side
          if (680 - (self.y + self.width)) < @input_number_window.width
            # not enough room on the side, check to make sure there's room below
            if (480 - self.y - self.height) < @input_number_window.height
              # not enough room below, place above
              @input_number_window.y = self.y - @input_number_window.height
            else
              # draw below 
              @input_number_window.y = self.y + self.height
            end
          else
            # place on the left side
            @input_number_window.y = self.y
            @input_number_window.x = self.x + self.width
          end
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    
    if (@contents_showing and $game_system.message_event != -1 and $game_system.shake == 0) or $game_system.animated_faces
      reset_window(false)
    end
    
    if $game_system.shake != 0  # shake the window
      if @ascending
        if @target_x != self.x
          self.x += 1
        else
          @ascending = false
          @target_x = self.x - ($game_system.shake * 2)
        end
      else 
        if @target_x != self.x
          self.x -= 1
        else
          @ascending = true
          @target_x = self.x + ($game_system.shake * 2)
        end
      end
    end
    
    @name_window.update
    
    if @wait > 0
      @wait -= 1
      if @wait == 0
        terminate_message
        return
      end
    end
    
    # If fade in
    if @fade_in
      if $game_temp.message_text == "&quo
 
This is the UMS corrected to start with my Configuration script:
Code:
# *****************************************************************************
# *    Universal Message System
# *      v1.21
# *      by Ccoa
# *****************************************************************************
# Usage:
=begin

IN MESSAGE CODES
  \b          - toggle bold on and off
  \c[i]       - change the text color
  \e[i]       - place the text box over event i (0 = player, -1 no event)
  \face[name] - changes the face graphic to name.png (leave empty [] for no face)
  \fl         - change face justification to left
  \font[name] - change the font to name, leave empty [] to return to the default font
  \fr         - change face justification to right
  \g          - display the gold window
  \height     - height of the message window, works only in normal mode
  \i          - toggle italics on and off
  \ignr       - Do not write anything on this line, only process codes, must be the first thing on a line 
  \jc         - justify the window to the center, ignored if using \e
  \jl         - justify the window to the left, ignored if using \e
  \jr         - justify the window to the right, ignored if using \e
  \m          - toggle mode between normal and fit window to text
  \n[i]       - display the name of actor i
  \nm[name]   - display the name in the name window, leave empty [] to remove the name window
  \oa[i]      - display the icon and name of armor i
  \oi[i]      - display the icon and name of item i
  \os[i]      - display the icon and name of skill i
  \ow[i]      - display the icon and name of weapon i
  \p[i]       - pause for i frames before writing the next character
  \pt         - toggle pause display on and off
  \s          - toggle shadowed text
  \shk[i]     - set window shake to i, higher i is bigger shake, 0 is no shake
  \skip       - toggle text skip on and off
  \t1         - switch to the talk1 comic thingy
  \t2         - switch to the talk2 comic thingy
  \tc         - center the text, must be the first thing on a line
  \th         - switch to the thought comic thingy
  \tl         - left justify the text, must be the first thing on a line
  \tr         - right justify the text, must be the first thing on a line
  \v[i]       - display variable i
  \width      - width of the message window, works only in normal mode
  \w[i]       - wait for i frames after receiving this code, then close the window
  \ws[i]      - change the write speed to i
  \slv[name]  - set this window to be slave window name, or show slave window name
  \inc        - include this window in the last
  
OUT OF MESSAGE CODES (use in a Script event command)
$game_system.ums_mode = NORMAL_MODE - switch to normal mode
$game_system.ums_mode = FIT_WINDOW_TO_TEXT - switch to fit window mode
$game_system.text_skip = true - turn text skip on
$game_system.text_skip = false
true                           - turn text skip off (true is necessary)
$game_system.text_mode = WRITE_FASTER - change skip mode to write faster
$game_system.text_mode = WRITE_ALL - change skip mode to write all
$game_system.write_speed = i - change the delay between letters to i frames
$game_system.window_height = i - change the window height to i
$game_system.window_width = i - change the window width to i
$game_system.window_justification = RIGHT - make the window right justified
$game_system.window_justification = LEFT - make the window left justified
$game_system.window_justification = CENTER - make the window center justified
$game_system.face_graphic = "filename" - change the face graphic to filename.png
$game_system.face_graphic = "" - change the face graphic to none
$game_system.face_graphic_justification = LEFT - the face graphic is on the left side
$game_system.face_graphic_justification = RIGHT - the face graphic is on the right side
$game_system.face_graphic_position = TOP - face graphic appears on top of window
$game_system.face_graphic_position = CENTER - face graphic appears centered in window
$game_system.face_graphic_position = BOTTOM - face graphic appears on the bottom of window
$game_system.shadow_text = true - turn text shadowing on
$game_system.shadow_text = false
true                            - turn text shadowing off (true is necessary)
$game_system.shadow_color = Color.new(red, blue, green, alpha) - change shadow color
$game_system.message_event = what event to put the message over (0 = player, -1 = no event)
$game_system.comic_enabled = false 
true                               - turn off comic thingy
$game_system.comic_enabled = true  - turn on comic thingy (only works with message_event not -1)
$game_system.comic_style = TALK1   - use the talk1.png comic thingy
$game_system.comic_style = TALK2   - use the talk2.png comic thingy
$game_system.comic_style = THOUGHT - use the thought.png comic thingy
$game_system.name = "name" - change the text of the name window to name
$game_system.name = "" - remove the name window
$game_system.font = "name" - change the font to name
$game_system.font = "" - return the font to the default
$game_system.text_justification = CENTER - center justify the text
$game_system.text_justification = LEFT - left justify the text
$game_system.text_justification = RIGHT - right justify the text
$game_system.show_pause = true - show pause icon when waiting for user input
$game_system.show_pause = false - don't show pause icon when waiting for user input
$game_system.shake = 0 - turn window shake off
$game_system.shake = i - set shake to i, higher i is bigger shake
$game_system.sound_effect = "" - turn off the letter-by-letter SE
$game_system.sound_effect = "sename" - play the SE sename with each letter written
$game_system.animated_faces = false - do not use animated faces
$game_system.animated_faces = true - use animated faces
$game_system.animation_pause = i - Wait i frames between each animation
$game_system.face_frame_width = i - Each frame on the faceset is i pixels
$game_system.resting_face = "" - Do not use a resting face
$game_system.resting_face = "name" - Use a different animated face named facenamename when done talking
$game_system.resting_animation_pause = i - Wait i frames between resting animations
$game_system.text_mode = ONE_LETTER_AT_A_TIME - write text one letter at a time
$game_system.text_mode = ALL_AT_ONCE - write text all at once
$game_system.font_color = Color.new(R, G, B, A) - permanently change the font color to the RGBA color given here
$game_system.font_color = nil - return the font color permanently to normal_color (white, by default)
$game_system.windowskin = "windowskinname" - change the message box windowskin to windowskin
$game_system.windowskin = "" - change the message box windowskin back to the one in the database
$game_system.name_window = true - show the name window
$game_system.name_window = false - hide the name window (just show the text)

=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 :name_window # should the name window be visible?
  
  attr_accessor :font # the name of the font
  attr_accessor :font_color # the name of the (permanent) font color
  
  attr_accessor :text_justification # the justification of the window text
  
  attr_accessor :show_pause # whether or not to show the pause icon
  
  attr_accessor :shake # the amount of shake for the window
  
  attr_accessor :sound_effect # SE to play with each letter
  
  attr_accessor :slave_windows # hash of slave windows
  attr_accessor :indy_windows  # hash of independent windows
  
  attr_accessor :animated_faces # are the faces animated?
  attr_accessor :animation_pause # how long do I wait between animation loops?
  attr_accessor :face_frame_width # how many pixels wide is each face frame
  attr_accessor :resting_face  # postext for waiting face graphic
  attr_accessor :resting_animation_pause # how long to wait for resting graphic
  
  attr_accessor :windowskin # what windowskin to use for messages
  
  attr_reader :shortcuts  # user-defined shortcuts
  
  alias ums_initialize initialize
  def initialize
    ums_initialize
    @ums_mode = NORMAL_MODE
    
    @skip_mode = WRITE_ALL
    @text_skip = true
    @write_speed = 2
    
    @text_mode = ONE_LETTER_AT_A_TIME
    
    @window_height = 128
    @window_width = 480
    @window_justification = CENTER
    
    @face_graphic = ""
    @face_graphic_justification = LEFT
    @face_graphic_position = CENTER
    
    @shadowed_text = false
    @shadow_color = Color.new(0, 0, 0, 100)
    
    @choice_justification = RIGHT
    @choice_position = SIDE
    
    @message_event = -1
    
    @comic_enabled = false
    @comic_style = TALK1
    
    @name = ""
    @name_window = false
    
    @font = ""
    @font_color = nil
    
    @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
    
    @windowskin = ""
    
    @used_codes = ['\v', '\n', '\c', '\g', '\skip', '\m', '\height', '\width', 
                   '\jr', '\jc', '\jl', '\face', '\fl', '\fr', '\b', '\i', '\s',
                   '\e', '\t1', '\t2', '\th', '\nm', '\font', '\p', '\w', '\ws',
                   '\oa', '\oi', '\os', '\ow', '\tl', '\tr', '\tc', '\ignr', 
                   '\shk', '\slv', '\ind', '\inc']
                   
    @shortcuts = {}
  end
  
  def add_shortcut(shortcut, code)
    text = shortcut.downcase
    if !@used_codes.include?(text)
      @shortcuts[shortcut] = code
    end
  end
  
  def open_window(name)
    if $game_system.indy_windows.has_key?(name)
      $game_system.indy_windows[name].show = true
    end
  end
  
  def close_window(name)
    if $game_system.indy_windows.has_key?(name)
      $game_system.indy_windows[name].dispose
      $game_system.indy_windows.delete(name)
    end
  end
end

#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
  attr_accessor :choices
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 = 640 - self.width
    elsif $game_system.window_justification == LEFT
      x = 0
    else # center
      x = (640 - $game_system.window_width) / 2
    end
    # y-coordinate depends on height
    y = 480 - $game_system.window_height - 16
    super(x, y, $game_system.window_width, $game_system.window_height)
    self.contents = Bitmap.new(width - 32, height - 32)
    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", $game_system.skin_hue)
    elsif $game_system.comic_style == TALK2
      @comic.bitmap = RPG::Cache.windowskin("talk2", $game_system.skin_hue)
    else # thought
      @comic.bitmap = RPG::Cache.windowskin("thought", $game_system.skin_hue)
    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
    if $game_system.font_color.nil?
      self.contents.font.color = normal_color
    else
      self.contents.font.color = $game_system.font_color
    end
    if $game_system.windowskin != ""  
      self.windowskin = RPG::Cache.windowskin($game_system.windowskin, $game_system.skin_hue)
    else
      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name, $game_system.skin_hue)
    end
    @show = true
    @x = @y = 0

    # If waiting for a message to be displayed
    if $game_temp.message_text != nil 
      @text = $game_temp.message_text
      
      # replace shortcuts with original code
      $game_system.shortcuts.each { |shortcut, code|
        @text.gsub!(shortcut, code)
      }
      
      # VERY first thing.  Check to see if this is being set up as a slave
      #  or independent window.
      if @text.index(/\\[Ss][Ll][Vv]\[(.*?)\]/) != nil
        # is this a new slave window, or a request to display it?
        if !$game_system.slave_windows.has_key?($1.to_s)
          # there is no such slave window yet.  Set it up.
          @text.gsub!(/\\[Ss][Ll][Vv]\[(.*?)\]/, "")
          $game_system.slave_windows[$1.to_s] = Window_Slave.new(@text)
          @text = ""
          @show = false
          terminate_message
          return
        end
      end
      if @text.index(/\\[Ii][Nn][Dd]\[(.*?)\]/) != nil
        # is this a new independent window, or a request to display it?
        if !$game_system.indy_windows.has_key?($1.to_s)
          # there is no such slave window yet.  Set it up.
          @text.gsub!(/\\[Ii][Nn][Dd]\[(.*?)\]/, "")
          $game_system.indy_windows[$1.to_s] = Window_Slave.new(@text)
          @text = ""
          @show = false
          terminate_message
          return
        end
      end
      
      # Control text processing
      begin
        last_text = @text.clone
        @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
      end until @text == last_text
      @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      end
      
      # window mode
      if @text.index(/\\[Mm]/) != nil
        if $game_system.ums_mode == NORMAL_MODE
          $game_system.ums_mode = FIT_WINDOW_TO_TEXT
        else
          $game_system.ums_mode = NORMAL_MODE
        end
        @text.gsub!(/\\[Mm]/) { "" }
      end
      
      # window height
      @text.gsub!(/\\[Hh][Ee][Ii][Gg][Hh][Tt]\[([0-9]+)\]/) do
        $game_system.window_height = $1.to_i
        ""
      end
      
      # window width
      @text.gsub!(/\\[Ww][Ii][Dd][Tt][Hh]\[([0-9]+)\]/) do
        $game_system.window_width = $1.to_i
        ""
      end
      
      # justification
      @text.gsub!(/\\[Jj][Rr]/) do
        $game_system.window_justification = RIGHT
        reset_window
        ""
      end
      @text.gsub!(/\\[Jj][Cc]/) do
        $game_system.window_justification = CENTER
        reset_window
        ""
      end      
      @text.gsub!(/\\[Jj][Ll]/) do
        $game_system.window_justification = LEFT
        reset_window
        ""
      end
      
      # face graphics
      @text.gsub!(/\\[Ff][Aa][Cc][Ee]\[(.*?)\]/) do
        $game_system.face_graphic = $1.to_s
        if $1.to_s == ""
          @face.opacity = 0
        end
        ""
      end
      @text.gsub!(/\\[Ff][Ll]/) do
        $game_system.face_graphic_justification = LEFT
        ""
      end
      @text.gsub!(/\\[Ff][Rr]/) do
        $game_system.face_graphic_justification = RIGHT
        ""
      end
      
      # event centering
      @text.gsub!(/\\[Ee]\[([0-9]+)\]/) do
        $game_system.message_event = $1.to_i
        ""
      end
      
      # comic thingy
      @text.gsub!(/\\[Tt]1/) do
        $game_system.comic_style = TALK1
        @comic.bitmap = RPG::Cache.windowskin("talk1.png", $game_system.skin_hue)
        ""
      end
      @text.gsub!(/\\[Tt]2/) do
        $game_system.comic_style = TALK2
        @comic.bitmap = RPG::Cache.windowskin("talk2.png", $game_system.skin_hue)
        ""
      end
      @text.gsub!(/\\[Tt][Hh]/) do
        $game_system.comic_style = THOUGHT
        @comic.bitmap = RPG::Cache.windowskin("thought.png", $game_system.skin_hue)
        ""
      end
      
      # name window
      @text.gsub!(/\\[Nn][Mm]\[(.*?)\]/) do
        $game_system.name = $1.to_s
        if $1.to_s == ""
          @name_window.visible = false
          @name_window.dummy_window.visible = false
        end
        ""
      end
      
      # 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
        
        if $game_system.face_graphic != "" and ($game_system.face_graphic_position == CENTER or $game_system.face_graphic_position == BOTTOM)
          width += @face.bitmap.width
          if height < @face.bitmap.height
            height = @face.bitmap.height - 32
          end
        end
        
        if height == 0
          height = 1
        end
        
        self.width = width + 48
        self.height = height + 48 
        self.contents = Bitmap.new(width + 16, height)
        if $game_system.font_color.nil?
          self.contents.font.color = normal_color
        else
          self.contents.font.color = $game_system.font_color
        end
      else
        if self.width != $game_system.window_height or self.height != $game_system.window_width
          self.width = $game_system.window_width
          self.height = $game_system.window_height
          self.contents = Bitmap.new(self.width - 32, self.height - 32)
          if $game_system.font_color.nil?
            self.contents.font.color = normal_color
          else
            self.contents.font.color = $game_system.font_color
          end
        end
      end
      
      reset_window
      
      get_x_value
      
      @count = Graphics.frame_count
      @pause_time = 0
      @ignore = false
      @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 $game_system.name != ""
        @name_window.x = self.x
        @name_window.y = self.y - 36
        @name_window.set_name($game_system.name)
      end
      
      # If choice
    if $game_temp.choice_max > 0
      @choice_window.set_choices($game_temp.choices)
      # determine x and y coords for choice window
      if $game_system.choice_justification == LEFT
        @choice_window.x = self.x
      else
        @choice_window.x = self.x + self.width - @choice_window.width
      end
      if $game_system.choice_position == ABOVE
        # check to make sure there is enough room above the textbox
        if self.y < @choice_window.height
          # not enough room above, place below
          @choice_window.y = self.y + self.height
        else
          # draw above
          @choice_window.y = self.y - @choice_window.height
        end
      elsif $game_system.choice_position == BOTTOM
        # check to make sure there is enough room below the textbox
        if (480 - self.y - self.height) < @choice_window.height
          # not enough room below, place above
          @choice_window.y = self.y - @choice_window.height
        else
          # draw below 
          @choice_window.y = self.y + self.height
        end
      else # side
        if $game_system.choice_justification == LEFT
          # check to make sure there's room on the left side
          if self.y < @choice_window.width
            # not enough room on the side, check to make sure there's room below
            if (480 - self.y - self.height) < @choice_window.height
              # not enough room below, place above
              @choice_window.y = self.y - @choice_window.height
            else
              # draw below 
              @choice_window.y = self.y + self.height
            end
          else
            # place on the left side
            @choice_window.y = self.y
            @choice_window.x = self.x - @choice_window.width
          end
        else # right
          # check to make sure there's room on the right side
          if (680 - (self.y + self.width)) < @choice_window.width
            # not enough room on the side, check to make sure there's room below
            if (480 - self.y - self.height) < @choice_window.height
              # not enough room below, place above
              @choice_window.y = self.y - @choice_window.height
            else
              # draw below 
              @choice_window.y = self.y + self.height
            end
          else
            # place on the left side
            @choice_window.y = self.y
            @choice_window.x = self.x + self.width
          end
        end
      end
    end
    
    # If number input
    if $game_temp.num_input_variable_id > 0
      if @input_number_window == nil
        digits_max = $game_temp.num_input_digits_max
        number = $game_variables[$game_temp.num_input_variable_id]
        @input_number_window = Window_InputNumber.new(digits_max)
        @input_number_window.number = number
      end
      # determine x and y coords for number input window
      if $game_system.choice_justification == LEFT
        @input_number_window.x = self.x
      else
        @input_number_window.x = self.x + self.width - @input_number_window.width
      end
      if $game_system.choice_position == ABOVE
        # check to make sure there is enough room above the textbox
        if self.y < @input_number_window.height
          # not enough room above, place below
          @input_number_window.y = self.y + self.height
        else
          # draw above
          @input_number_window.y = self.y - @choice_window.height
        end
      elsif $game_system.choice_position == BOTTOM
        # check to make sure there is enough room below the textbox
        if (480 - self.y - self.height) < @input_number_window.height
          # not enough room below, place above
          @input_number_window.y = self.y - @input_number_window.height
        else
          # draw below 
          @input_number_window.y = self.y + self.height
        end
      else # side
        if $game_system.choice_justification == LEFT
          # check to make sure there's room on the left side
          if self.y < @input_number_window.width
            # not enough room on the side, check to make sure there's room below
            if (480 - self.y - self.height) < @input_number_window.height
              # not enough room below, place above
              @input_number_window.y = self.y - @input_number_window.height
            else
              # draw below 
              @input_number_window.y = self.y + self.height
            end
          else
            # place on the left side
            @input_number_window.y = self.y
            @input_number_window.x = self.x - @choice_window.width
          end
        else # right
          # check to make sure there's room on the right side
          if (680 - (self.y + self.width)) < @input_number_window.width
            # not enough room on the side, check to make sure there's room below
            if (480 - self.y - self.height) < @input_number_window.height
              # not enough room below, place above
              @input_number_window.y = self.y - @input_number_window.height
            else
              # draw below 
              @input_number_window.y = self.y + self.height
            end
          else
            # place on the left side
            @input_number_window.y = self.y
            @input_number_window.x = self.x + self.width
          end
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    
    if (@contents_showing and $game_system.message_event != -1 and $game_system.shake == 0) or $game_system.animated_faces
      reset_window(false)
    end
    
    if $game_system.shake != 0  # shake the window
      if @ascending
        if @target_x != self.x
          self.x += 1
        else
          @ascending = false
          @target_x = self.x - ($game_system.shake * 2)
        end
      else 
        if @target_x != self.x
          self.x -= 1
        else
          @ascending = true
          @target_x = self.x + ($game_system.shake * 2)
        end
      end
    end
    
    @name_window.update
    
    if @wait > 0
      @wait -= 1
      if @wait == 0
        terminate_message
        return
      end
    end
    
    # If fade in
    if @fade_in
      if $game_temp.message_text == ""
        @fade_in = false
        return
      end
      self.contents_opacity += 24
      if $game_system.face_graphic != ""
        @face.opacity += 24
      end
      if $game_system.comic_enabled and $game_system.message_event != -1
        @comic.opacity += 24
      end
      if $game_system.name != ""
        @name_window.visible = true
        if $game_system.name_window
          @name_window.dummy_window.visible = true
        end
      end
      if @input_number_window != nil
        @input_number_window.contents_opacity += 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
        @name_window.dummy_window.visible = false
        @name_window.update
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
    
    if $game_temp.battle_calling or $game_temp.shop_calling or $game_temp.name_calling or $game_temp.menu_calling or $game_temp.save_calling or $game_temp.debug_calling
      
        $game_system.indy_windows.each_pair {|name, window| 
          if window.show == true
            window.dispose
            $game_system.indy_windows.delete(name)
          end
        }
    end
  end
  
  #--------------------------------------------------------------------------
  # * Process and write the given character
  #--------------------------------------------------------------------------
  def write_char(c)
    if c == "\000"
      # Return to original text
      c = "\\"
    end
    # If \C[n]
    if c == "\001"
    # Change text color
      @text.sub!(/\[([0-9]+)\]/, "")
      color = $1.to_i
      if color >= 0 and color <= 7
        self.contents.font.color = text_color(color)
      end
      # go to next text
      return
    end
    # If \G
    if c == "\002"
      # Make gold window
      if @gold_window == nil
        @gold_window = Window_Gold.new
        @gold_window.x = 560 - @gold_window.width
        if $game_temp.in_battle
          @gold_window.y = 192
        else
          @gold_window.y = self.y >= 128 ? 32 : 384
        end
        @gold_window.opacity = self.opacity
        @gold_window.back_opacity = self.back_opacity
      end
      # go to next text
      return
    end
    # If \skip
    if c == "\003"
      # toggle text skipping
      $game_system.text_skip = !$game_system.text_skip
      # go to next text
      return
    end
    # If \b
    if c == "\004"
      # toggle bold
      self.contents.font.bold = !self.contents.font.bold
      # go to next text
      return
    end
    # If \i
    if c == "\005"
      # toggle italics
      self.contents.font.italic = !self.contents.font.italic
      # go to next text
      return
    end
    # If \s
    if c == "\006"
      # toggle shadow
      $game_system.shadowed_text = !$game_system.shadowed_text
      # go to next text
      return
    end
    # If \font
    if c == "\007"
      # change font
      @text.sub!(/\[(.*?)\]/, "")
      font = $1.to_s
      $game_system.font = font
      if font == ""
        self.contents.font.name = Font.default_name
      else
        self.contents.font.name = font
      end
      # go to next text
      return
    end
    # If \p[n]
    if c == "\010"
      @text.sub!(/\[([0-9]+)\]/, "")
      @pause_time = $1.to_i

      # go to next text
      return
    end
    
    # If \w[n]
    if c == "\011"
      @text.sub!(/\[([0-9]+)\]/, "")
      @wait = $1.to_i

      # go to next text
      return
    end
    
    # If \ws[n]
    if c == "\013"
      @text.sub!(/\[([0-9]+)\]/, "")
      $game_system.write_speed = $1.to_i

      # go to next text
      return
    end 
    # If \oa[n]
    if c == "\014"
      @text.sub!(/\[([0-9]+)\]/, "")
      index = $1.to_i
      @text.sub!("  ", "")
      item = $data_armors[index]
      # draw the icon
      icon = RPG::Cache.icon(item.icon_name)
      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[name].show = true
      return
    end
    
    # if \ind
    if c == "\025"
      # we need to show a independent window
      @text.sub!(/\[(.*?)\]/, "")
      name = $1.to_s
      if $game_system.indy_windows[name].show
        $game_system.indy_windows[name].dispose
        $game_system.indy_windows.delete(name)
      else
        $game_system.indy_windows[name].show = true
      end
      return
    end
    
    # If 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
    self.z = 9999
    @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)
    if $game_system.font_color.nil?
      self.contents.font.color = normal_color
    else
      self.contents.font.color = $game_system.font_color
    end
    if $game_system.windowskin != ""  
      self.windowskin = RPG::Cache.windowskin($game_system.windowskin, $game_system.skin_hue)
    else
      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name, $game_system.skin_hue)
    end
    
    # 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
  attr_accessor :dummy_window
  
  def initialize
    super(0, 0, 32, 64)
    self.contents = Bitmap.new(32, 32)
    self.opacity = 0
    
    @dummy_window = Window_Dummy.new
    
    self.visible = false
  end
  
  def set_name(name)
    @name = name
    refresh
  end
  
  def refresh
    if @name == nil
      return
    end
    self.width = self.contents.text_size(@name).width + 48
    self.contents = Bitmap.new(width - 32, height - 32)
    
    if $game_system.name_window
      @dummy_window.x = self.x
      @dummy_window.y = self.y + 12
      @dummy_window.set(height - 24, width - 12)
    end
    
    # uncomment this and change the font to give the name window a fancy font
    #self.contents.font.name = "Ariel"
    self.contents.font.color = Color.new(0, 0, 0, 255)
    self.contents.draw_text(0, 0, self.width, 32, @name)
    self.contents.draw_text(0, 2, self.width, 32, @name)
    self.contents.draw_text(2, 0, self.width, 32, @name)
    self.contents.draw_text(2, 2, self.width, 32, @name)
    # change the color to give the name window a seperate color
    self.contents.font.color = normal_color
    self.contents.draw_text(1, 1, self.width, 32, @name)
  end
  
  def update
    super
    if $game_system.name_window
      @dummy_window.x = self.x
      @dummy_window.y = self.y + 12
      @dummy_window.update
    end
  end
  
  def dispose
    @dummy_window.dispose
    super
  end
end

class Window_Dummy < Window_Base
  def initialize
    super(0, 0, 32, 64)
    self.z = 9999
    self.visible = false
  end
  
  def set(height, width)
    self.height = height
    self.width = width
  end
  
  def update
    super
    if $game_system.windowskin != ""  
      self.windowskin = RPG::Cache.windowskin($game_system.windowskin, $game_system.skin_hue)
    else
      self.windowskin = RPG::Cache.windowskin($data_system.windowskin_name, $game_system.skin_hue)
    end
  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", $game_system.skin_hue)
    elsif @comic_style == TALK2
      @comic.bitmap = RPG::Cache.windowskin("talk2", $game_system.skin_hue)
    else # thought
      @comic.bitmap = RPG::Cache.windowskin("thought", $game_system.skin_hue)
    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
  #--------------------------------------------------
 
that works...but i just realized something...the options thingy is affecting another one...but i think thats all if its not too much trouble...can u fix it? it has to do with RPG::Cache.windowskin. i tried adding $game_system.skin_hue, but that makes the combo # not appear...

combo
it makes it so, when keep on hitting the same enemy in a chain, it shows the combo # and it boosts each hit of the combo. the number is a picture file.
Code:
# �Â¥�£�Â¥ XRXS_BP19. ƒRƒ“ƒ{•\ŽÃ‚¦�{ƒqƒbƒgƒ{�[ƒiƒX ver.3ƒÃƒâ‚¬ �Â¥�£�Â¥ built 201409
# by �÷‰ÃƒÂ« �ÃÂ
 

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