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Posted 2006-10-27, 11:14 PM in reply to Jabicho's post starting "Thanks Lenny, any success i have, i'll..."
Hey guys, i got the script fixed, thanks to Behemot at Phanxgames forum, now, the comands are:
|: Message = message without image window
(| its a symbol you can change in line 25 for any symbol you like)
Imagename: = Show the image in the image box, and the message

I hope you enjoy this script as much as me :P take care guys

Code:
#====================================================
# ¦ Window_Message
#-----------------------------------------------------------

class Window_Message < Window_Selectable
#-----------------------------------------------------------
def initialize (x=80,y=304,width=480,height=160)
super(x, y, width, height)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
@imagen = Game_Picture.new(1)
@viewport = Viewport.new(0,0,640,480)
@viewport.z = 200
@ventana_cara = Window_Base.new(0,304,160,160)
@ventana_cara.opacity = 0
@ventana_cara.contents = Bitmap.new(160-32,160-32)
@ventana_cara.back_opacity = 160
@carct_centinela = "|"#aqui se decide el caracter para q no se vea la ventana
#de imagenes
@tamaño_imagenes = 128# ste es el tamaño de TODAS vuestras imagenes
#(pixels)
end
#----------------------------------------------------------- ---------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
    @input_number_window.dispose
end
super
end
#----------------------------------------------------------- ---------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
@contents_showing = false
if $game_temp.message_proc != nil
    $game_temp.message_proc.call
end
$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
if @gold_window != nil
    @gold_window.dispose
    @gold_window = nil
end
end
#----------------------------------------------------------- ---------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
#self.contents.font.name = $fontface
#self.contents.font.size = $fontsize
x = y = 0
@cursor_width = 0
if $game_temp.choice_start == 0
    x = 8
end
if $game_temp.message_text != nil
    text = $game_temp.message_text
    @mtexto = text
    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
    text.gsub!(/\\\\/) { "\000" }
    # "\\C" ? "\001" ??"\\G" ? "\002" ???
    text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
    text.gsub!(/\\[Gg]/) { "\002" }
    text.gsub!(/\\[Gg]/) { "\002" }
    for i in 0...text.size
      if text[i, 1] == ":"
        text = text[i+1,text.size]
        break
      end
    end
    #@mtexto = ""
    while ((c = text.slice!(/./m)) != nil)
      if c == "\000"
        c = "\\"
      end
      if c == "\001"
        text.sub!(/\[([0-9]+)\]/, "")
        color = $1.to_i
        if color >= 0 and color <= 7
               self.contents.font.color   = c(color)
        end
        next
      end
      if c == "\002"
        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
        next
      end
      if c == "\n"
        if y >= $game_temp.choice_start
               @cursor_width = [@cursor_width, x].max
        end
        y += 1
        x = 0
        if y >= $game_temp.choice_start
               x = 8
        end
        next
      end
      if c != @carct_centinela
        self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
        x += self.contents.text_size(c).width
      end
      #@mtexto = @mtexto + c
    end
end
if $game_temp.choice_max > 0
    @item_max = $game_temp.choice_max
    self.active = true
    self.index = 0
end
if $game_temp.num_input_variable_id > 0
    digits_max = $game_temp.num_input_digits_max
    number = $game_variables[$game_temp.num_input_variable_id]
    @input_number_window = Window_InputNumber.new(digits_max)
    @input_number_window.number = number
    @input_number_window.x = self.x + 8
    @input_number_window.y = self.y + $game_temp.num_input_start * 32
end
cambiar_imagen
end
#----------------------------------------------------------- ---------------
def reset_window
if $game_temp.in_battle
    self.y = 16
    @ventana_cara.y = 16
else
    case $game_system.message_position
    when 0
      self.y = 16
      @ventana_cara.y = 16
    when 1
      self.y = 160
      @ventana_cara.y = 160
    when 2
      self.y = 304
      @ventana_cara.y = 304
    end
end
if $game_system.message_frame == 0
    self.opacity = 255
else
    self.opacity = 0
end
self.back_opacity = 160
end
#----------------------------------------------------------- ---------------
def update
super
if @fade_in
    self.contents_opacity += 24
    visualizar_imagen
    if @input_number_window != nil
        @input_number_window.contents_opacity += 24
    end
    if self.contents_opacity == 255
      @fade_in = false
    end
    return
end
if @input_number_window != nil
    @input_number_window.update
    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
        @input_number_window.dis pose
      @input_number_window = nil
      terminate_message
    end
    return
end
if @contents_showing
    if $game_temp.choice_max == 0
      self.pause = true
    end
    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
    if Input.trigger?(Input::C)
      if $game_temp.choice_max > 0
        $game_system.se_play($data_system.decision_se)
        $game_temp.choice_proc.call(self.index)
      end
      terminate_message
    end
    return
end
if @fade_out == false and $game_temp.message_text != nil
    @contents_showing = true
    $game_temp.message_window_showing = true
    reset_window
    refresh
    Graphics.frame_reset
    if self.opacity == 255 and !@narracion
      ventana_cara(true)
    elsif @narracion
        ventana_cara(false ,false )
    else
        ventana_cara(false ,true)
    end
    self.visible = true
    self.contents_opacity = 0
    if @input_number_window != nil
        @input_number_window.contents_opacity = 0
    end
    @fade_in = true
    return
end
if self.visible
    @fade_out = true
    self.opacity -= 48
    ocultar_ventana_cara
    ocultar_imagen(true)
    if self.opacity == 0
      ocultar_imagen(false)
      self.visible = false
      @fade_out = false
        $game_temp.message_window_showing = false
    end
    return
end
end
#----------------------------------------------------------- ---------------
def update_cursor_rect
if @index >= 0
    n = $game_temp.choice_start + @index
    self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
    self.cursor_rect.empty
end
end
#----------------------------------------------------------- ---------
def decidir_imagen
i=0
@nom_imagen = ""
while @mtexto[i,1] != ":" and @mtexto[i,1] != nil and @mtexto[i,1] != @carct_centinela
    @nom_imagen = @nom_imagen + @mtexto[i,1]
    i = i + 1
end
self.x = 160
@narracion = false
if @mtexto[i,1] != ":" and @mtexto[i,1] != @carct_centinela
    @cambio_imagen = false
elsif @mtexto[i,1] == @carct_centinela
    self.x = 80
    @cambio_imagen = true
    @narracion = true
else
    @cambio_imagen = true
end
end
#----------------------------------------------------------- ----------
def cambiar_imagen
decidir_imagen
if @cambio_imagen or (@ventana_cara.y+14) != @imagen.y
    if @impresion_imagen != nil
        @impresion_imagen. dispose
    end
    poner_cara
end
end
#----------------------------------------------------------- --------
def poner_cara
begin
    @ventana_cara.contents.clear
    if @cambio_imagen
        @imagen.show(@nom_imagen, 0, 14,
                        @ventana_cara.y+14,132*100/@tamaño_imagenes,
                        132* 100/@tamaño_imagenes, 0, 0)
    else
      @imagen.move(1, 0, 14, @ventana_cara.y+14, 132*100/@tamaño_imagenes, 132*100/@tamaño_imagenes, 0,0)    
      @imagen.update
    end
    @hay_cara = true
    @impresion_imagen = Sprite_Picture.new(@viewport,@imagen)
rescue
    @hay_cara = false
    @ventana_cara.contents.clear
    #@ventana_cara.contents.font.color = c(4)
    @ventana_cara.contents.font.name = "Flat Brush"
    #@ventana_cara.contents.font.size = $fontsize
    @ventana_cara.contents_opacity = 255
      @ventana_cara.contents.draw_text((160-32)/2-20,(160-32)/2-32 ,32,32,"SIN")
      @ventana_cara.contents.draw_text((160-32)/2-32,(160-32)/2,64 ,32,"FOTO")
end
end
#----------------------------------------------------------- ----------
def ventana_cara(ver,contenido = false)
if ver
    @ventana_cara.visible = true
    @ventana_cara.opacity = 255
    @ventana_cara.back_opacity = 160
elsif contenido
    @ventana_cara.opacity = 0
    @ventana_cara.contents_opacity = 255
else
    @ventana_cara.visible = false
    @ventana_cara.contents.clear
end
end
#----------------------------------------------------------- ----------
def visualizar_imagen
if @hay_cara
    if @impresion_imagen.opacity != 255
        @impresion_imagen. opacity += 24
    end
end
end
#-----------------------------------------------------------
def ocultar_imagen(lento)
if @hay_cara
    if lento
        @impresion_imagen. opacity -= 48
    else
        @impresion_imagen. opacity = 0
    end
end
end
#----------------------------------------------------------- ---
def ocultar_ventana_cara
if @ventana_cara.opacity != 0
    @ventana_cara.opacity -= 48
    @ventana_cara.contents_opacity -= 48
end
end
#----------------------------------------------------------- --
end
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Jabicho is neither ape nor machine; has so far settled for the in-betweenJabicho is neither ape nor machine; has so far settled for the in-between
 
 
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