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Question character speech
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Posted 2006-06-27, 03:26 PM
i was wondering how u make it so that when u have characters talking in the game and it shows the picture of the person talking at the side?
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phsyco025 is neither ape nor machine; has so far settled for the in-betweenphsyco025 is neither ape nor machine; has so far settled for the in-between
 
 
phsyco025
 



 
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Posted 2006-06-27, 03:37 PM in reply to phsyco025's post "character speech"
You've gone an hit the nail upon the proverbial head... well, not really. But it shows why RM2K3 is the better program.

In RMXP there is no default way of showing the character's picture next to their speech as there is in RM2K3.

HOWEVER, you can script it in. Said script is what I'm trying to find now.
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Lenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basics
 
 
Lenny
 



 
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Posted 2006-06-27, 05:07 PM in reply to Lenny's post starting "You've gone an hit the nail upon the..."
ok thx tell me when u figure it out plz
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phsyco025 is neither ape nor machine; has so far settled for the in-betweenphsyco025 is neither ape nor machine; has so far settled for the in-between
 
 
phsyco025
 



 
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Posted 2006-06-28, 11:06 AM in reply to phsyco025's post starting "ok thx tell me when u figure it out plz"
http://www.rmxp.org/forums/local_lin...d=480&catid=32

Done. And. Done.
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Atnas shows clear signs of ignorance and confidence; the two things needed to succeed in lifeAtnas shows clear signs of ignorance and confidence; the two things needed to succeed in life
 
 
Atnas
 



 
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Posted 2006-06-28, 01:23 PM in reply to Atnas's post starting "http://www.rmxp.org/forums/local_links.p..."
it wont work i tried and it said i have to register then i registered and it said it was reserved for another usergroup
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phsyco025 is neither ape nor machine; has so far settled for the in-betweenphsyco025 is neither ape nor machine; has so far settled for the in-between
 
 
phsyco025
 



 
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Posted 2006-06-28, 01:43 PM in reply to phsyco025's post starting "it wont work i tried and it said i have..."
o.0 oh... umm... well...*runs away*
lol jk, but that's because you don't have the right version or your using the trial which expired ect ect... Really, good thing I know something about scripting...

code:
Quote:
\f[filename]
The image has to be 96 by 96 and you must replace [filename] with the custom faceset you imported into graphics>pictures. Note that you can only do it in a message. Any other time you wish to do it just show the picture...
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Atnas shows clear signs of ignorance and confidence; the two things needed to succeed in lifeAtnas shows clear signs of ignorance and confidence; the two things needed to succeed in life
 
 
Atnas
 



 
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Posted 2006-06-28, 02:21 PM in reply to Atnas's post starting "o.0 oh... umm... well...*runs away* ..."
ok ill try it out and let u no how it worked
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phsyco025 is neither ape nor machine; has so far settled for the in-betweenphsyco025 is neither ape nor machine; has so far settled for the in-between
 
 
phsyco025
 



 
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Posted 2006-06-28, 02:28 PM in reply to phsyco025's post starting "ok ill try it out and let u no how it..."
ok im sorry but im really bad at this stuff and i have no clue on how to do this so could you plz put it into steps for me or make a demo so i can look at it plz
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phsyco025 is neither ape nor machine; has so far settled for the in-betweenphsyco025 is neither ape nor machine; has so far settled for the in-between
 
 
phsyco025
 



 
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Posted 2006-06-29, 02:33 PM in reply to phsyco025's post starting "ok im sorry but im really bad at this..."
Make a change in the script... I shoulda realized this before!!!
Copy and paste the EXACT words on the next line into the list on the left of the script editor exactly before Main(it's at the bottom).

Advanced Message Script

Now click on it and it will show blank, so copy EVERYTHING that is in the box below into the blank area



Quote:
#================================================= ==
# ■ AMS - Advanced Message Script - R3
#================================================= ==
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following: #NEW
# To configure the button to skip the dialog, search: #SKIP_TEXT_CODE
#
# February 13, 2005
#================================================= ==

LETTER_BY_LETTER_MODE = true #Set the letter by letter mode ON/OFF

#================================================= ==
# ▼ CLASS AMS Begins
#================================================= ==
class AMS

attr_accessor :name_box_x_offset
attr_accessor :name_box_y_offset
attr_accessor :font_type
attr_accessor :name_font_type
attr_accessor :font_size
attr_accessor :name_font_size
attr_accessor :message_box_opacity
attr_accessor :name_box_skin
attr_accessor :name_box_text_color
attr_accessor :message_box_text_color
attr_accessor :message_box_skin
attr_accessor :name_box_width
attr_accessor :name_box_height

def initialize

@name_box_x_offset = 0 #Choose the X axis offset of the name bos. default= 0
@name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10
@name_box_width = 8 #Choose the width of the Name Box. default= 8
@name_box_height = 26 #Choose the height of the Name Box. default= 26

@font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22 #Choose the default Font Size for message box text
@name_font_size = 22 #Choose the deafault Font Size for Name Box text
@name_box_text_color=0 #Choose the Text Color of the Name Box
@message_box_text_color=0 #Choose the Text Color of the Message Box

@message_box_opacity = 160 #Choose the opacity of the message window. Default=160
@message_box_skin = "001-Blue01" #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01" #Choose the WindowSkin for the Name Box

end
end
#================================================= ==
# ▲ CLASS AMS Ends
#================================================= ==


#================================================= ==
# ▼ Class Window_Message Begins
#================================================= ==
class Window_Message < Window_Selectable

alias xrxs9_initialize initialize

def initialize

@alex_skip = false

xrxs9_initialize

if $soundname_on_speak == nil then
$soundname_on_speak = ""
end

$gaiji_file = "./Graphics/Gaiji/sample.png"

if FileTest.exist?($gaiji_file)
@gaiji_cache = Bitmap.new($gaiji_file)
else
@gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end

#--------------------------------------------------------------------------

alias xrxs9_terminate_message terminate_message

def terminate_message

if @name_window_frame != nil
@name_window_frame.dispose
@name_window_frame = nil
end

if @name_window_text != nil
@name_window_text.dispose
@name_window_text = nil
end
xrxs9_terminate_message
end

#--------------------------------------------------------------------------

def refresh

self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2

if $game_temp.choice_start == 0
@x = 8
end

if $game_temp.message_text != nil
@now_text = $game_temp.message_text
if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
@face_file = $1 + ".png"
@x = @face_indent = 128
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end

begin
last_text = @now_text.clone
@now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
@now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end

#NEW
#Dubealex's Stop Skip Text ON-OFF
@now_text.gsub!(/\\[%]/) { "\100" }
#End new command

#NEW
#Dubealex's Show Monster Name Feature
@now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
$data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
end
#End new command

#NEW
#Dubealex's Show Item Price Feature
@now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
$data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
end
#End new command

#NEW
#Dubealex's Show Hero Class Name Feature
@now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
$data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
end
#End new command

#NEW
#Dubealex's Show Current Map Name Feature
@now_text.gsub!(/\\[Mm]ap/) do
$game_map.name != nil ? $game_map.name : ""
end
#End new command

#NEW
#Dubealex's Choose Name Box Text Color
@now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
$ams.name_box_text_color=$1.to_i
@now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
end
#End new command

name_window_set = false
if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
name_window_set = true
name_text = $1
@now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
end

if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
@popchar = $1.to_i
if @popchar == -1
@x = @indent = 48
@y = 4
end
@now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
end

@max_choice_x = 0
if @popchar >= 0
@text_save = @now_text.clone
@max_x = 0
@max_y = 4
for i in 0..3
line = @now_text.split(/\n/)[3-i]
@max_y -= 1 if line == nil and @max_y <= 4-i
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
@max_x = cx if cx > @max_x
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
self.width = @max_x + 32 + @face_indent
self.height = (@max_y - 1) * 32 + 64
@max_choice_x -= 68
@max_choice_x -= @face_indent*216/128
else
@max_x = self.width - 32 - @face_indent
for i in 0..3
line = @now_text.split(/\n/)[i]
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
@max_choice_x += 8
end
@cursor_width = 0
@now_text.gsub!(/\\\\/) { "\000" }
@now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }

#NEW
#Dubealex's Permanent Color Change
@now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
$ams.message_box_text_color= $1.to_i
@now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
end
#End of new command

#NEW
#Dubealex's Font Change Feature
@now_text.gsub(/\\[Tt]\[(.*?)\]/) do
buftxt = $1.to_s
$ams.font_type = buftxt
@now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
end
#End of new command

@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
@now_text.gsub!(/\\[Ii]/) { "\023" }
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
@now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }

reset_window

if name_window_set
color=$ams.name_box_text_color
off_x = $ams.name_box_x_offset
off_y = $ams.name_box_y_offset
space = 2
x = self.x + off_x - space / 2
y = self.y + off_y - space / 2
w = self.contents.text_size(name_text).width + $ams.name_box_width + space
h = $ams.name_box_height + space
@name_window_frame = Window_Frame.new(x, y, w, h)
@name_window_frame.z = self.z + 1
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(x, y, name_text, color)
@name_window_text.z = self.z + 2
end
end

reset_window

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
end

#--------------------------------------------------------------------------

def update

super

if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
@now_text = nil if @now_text == ""

if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = LETTER_BY_LETTER_MODE
while true
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
if (c = @now_text.slice!(/./m)) != nil
if c == "\000"
c = "\\"
end

if c == "\001"
@now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
temp_color = $1
color = temp_color.to_i
leading_x = temp_color.to_s.slice!(/./m)
if leading_x == "#"
self.contents.font.color = hex_color(temp_color)
next
end
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end

if c == "\002"
if @gold_window == nil and @popchar <= 0
@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
c = ""
end

if c == "\003"
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
c = ""
end

if c == "\004"
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
if buftxt.match(/\//) == nil and buftxt != "" then
$soundname_on_speak = "Audio/SE/" + buftxt
else
$soundname_on_speak = buftxt.dup
end
c = ""
elsif c == "\004"
c = ""
end

if c == "\005"
@write_wait += 5
c = ""
end

if c == "\006"
@write_wait += 20
c = ""
end

if c == "\016"
text_not_skip = false
c = ""
end

if c == "\017"
text_not_skip = true
c = ""
end

if c == "\020"
@mid_stop = true
c = ""
end

if c == "\021"
terminate_message
return
end

if c == "\023"
@indent = @x
c = ""
end

if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
color = self.contents.font.color
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
c = ""
end

if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end

if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end

if c == "\027"
@now_text.sub!(/\[(.*?)\]/, "")
@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
c = ""
end

if c == "\030"
@now_text.sub!(/\[(.*?)\]/, "")
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
@x += 24
c = ""
end

if c == "\n"
@lines += 1
@y += 1
@x = 0 + @indent + @face_indent
if @lines >= $game_temp.choice_start
@x = 8 + @indent + @face_indent
@cursor_width = @max_choice_x
end
c = ""
end

if c == "\022"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
c = ""
end

#NEW
#Dubealex's Text Skip On/OFF Command
if c == "\100"
if @alex_skip==false
@alex_skip=true
else
@alex_skip=false
end
c = ""
end
#end of new command

if c != ""
self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
end

#SKIP_TEXT_CODE

# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z

if Input.press?(Input::C) # <-- Change the value on that line
if @alex_skip==false
text_not_skip = false
end
end
else
text_not_skip = true
break
end

if text_not_skip
break
end
end
@write_wait += @write_speed
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.dispose
@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_canc el_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
if @mid_stop
@mid_stop = false
return
else
terminate_message
end
end
return
end

if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
refresh
Graphics.frame_reset
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
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end

#--------------------------------------------------------------------------

def get_character(parameter)

case parameter
when 0
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end

#--------------------------------------------------------------------------

def reset_window

if @popchar >= 0
events = $game_map.events
if events != nil
character = get_character(@popchar)
x = [[character.screen_x - 0 - self.width / 2, 4].max, 636 - self.width].min
y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
self.x = x
self.y = y
end
elsif @popchar == -1
self.x = -4
self.y = -4
self.width = 648
self.height = 488
else
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0
self.y = 16
when 1
self.y = 160
when 2
self.y = 304
end
self.x = 80
if @face_file == nil
self.width = 480
else
self.width = 600
self.x -= 60
end
self.height = 160
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
if @face_file != nil
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = $ams.message_box_opacity
else
self.opacity = 0
self.back_opacity = $ams.message_box_opacity
end
end

#--------------------------------------------------------------------------

def gaiji_draw(x, y, num)

if @gaiji_cache == nil
return 0
else
if @gaiji_cache.width < num * 24
return 0
end

if self.contents.font.size >= 20 and self.contents.font.size <= 24
size = 24
else
size = self.contents.font.size * 100 * 24 / 2200
end

self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
return size
end
end

#--------------------------------------------------------------------------

def line_height
return 32

if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end

#--------------------------------------------------------------------------

def ruby_draw_text(target, x, y, str,opacity)

sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil

height = sizeback + rubysize
width = target.text_size(split_s[0]).width

target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback

buf_width = [target.text_size(split_s[0]).width, ruby_width].max

width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

if opacity == 255
target.font.size = rubysize
target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
target.font.size = sizeback
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(buf_width, height)
else
@opacity_text_buf.clear
end
@opacity_text_buf.font.size = rubysize
@opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
@opacity_text_buf.font.size = sizeback
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
if sub_x >= 0
target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
else
target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
return width
end
end

#--------------------------------------------------------------------------

def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!

case option
when "i"
unless $data_items[index].name == nil
r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
end
when "w"
unless $data_weapons[index].name == nil
r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
end
when "a"
unless $data_armors[index].name == nil
r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
end
when "s"
unless $data_skills[index].name == nil
r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
end
else
r = $game_variables[index]
end

r == nil ? r = "" : nil
return r
end

#--------------------------------------------------------------------------

def dispose
terminate_message

if @gaiji_cache != nil
unless @gaiji_cache.disposed?
@gaiji_cache.dispose
end
end

unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end

$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end

#--------------------------------------------------------------------------

def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#=========================================
# ▲ CLASS Window_Message Ends
#=========================================


#=========================================
# ▼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base

def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end

#--------------------------------------------------------------------------

def dispose
super
end
end
#=========================================
# ▲ CLASS Window_Frame Ends
#=========================================


#=========================================
# ▼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map

#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#=========================================
# ▲ CLASS Game_Map Additional Code Ends
#=========================================


#=========================================
# ▼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title

#Dubealex's Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end

#Dubealex's addition to save data from the AMS in the save files
$ams = AMS.new

end
#=========================================
# ▲ CLASS Scene_Title Additional Code Ends
#=========================================


#=========================================
# ▼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window

#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
red = 0
green = 0
blue = 0
if string.size != 6
print("Hex strings must be six characters long.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
for i in 1..6
s = string.slice!(/./m)
if s == "#"
print("Hex color string may not contain the \"#\" character.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
value = hex_convert(s)
if value == -1
print("Error converting hex value.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
case i
when 1
red += value * 16
when 2
red += value
when 3
green += value * 16
when 4
green += value
when 5
blue += value * 16
when 6
blue += value
end
end
return Color.new(red, green, blue, 255)
end

#--------------------------------------------------------------------------

def hex_convert(character)
case character
when "0"
return 0
when "1"
return 1
when "2"
return 2
when "3"
return 3
when "4"
return 4
when "5"
return 5
when "6"
return 6
when "7"
return 7
when "8"
return 8
when "9"
return 9
when "A"
return 10
when "B"
return 11
when "C"
return 12
when "D"
return 13
when "E"
return 14
when "F"
return 15
end
return -1
end
end
#=========================================
# ▲ CLASS Window_Base Additional Code Ends
#=========================================


#=========================================
# ▼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base

def initialize(x, y, designate_text, color=0)

super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end

#--------------------------------------------------------------------------

def dispose
self.contents.clear
super
end
end
#==========================================
# ▲ CLASS Air_Text Ends
#==========================================


#================================================= ==
# ▼ CLASS Scene_Save Additional Code Begins
#================================================= ==
class Scene_Save < Scene_File

alias ams_original_write_save_data write_save_data

def write_save_data(file)
ams_original_write_save_data(file)
Marshal.dump($ams, file)
end

end
#================================================= ==
# ▲ CLASS Scene_Save Additional Code Ends
#================================================= ==


#================================================= ==
# ▼ CLASS Scene_Load Additional Code Begins
#================================================= ==
class Scene_Load < Scene_File

alias ams_original_read_save_data read_save_data

def read_save_data(file)
ams_original_read_save_data(file)
$ams = Marshal.load(file)
end

end
#================================================= ==
# ▲ CLASS Scene_Load Additional Code Ends
#================================================= ==


Okay!
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Atnas shows clear signs of ignorance and confidence; the two things needed to succeed in lifeAtnas shows clear signs of ignorance and confidence; the two things needed to succeed in life
 
 
Atnas
 



 
Reply
Posted 2006-06-29, 02:38 PM in reply to Atnas's post starting "Make a change in the script... I..."
HOLY CRAP!!!!!!!!!!!!!! That's the longest post I've seen in my entire life! Thank God for copying and pasting!
Goro goro!
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llamallover2021 is neither ape nor machine; has so far settled for the in-betweenllamallover2021 is neither ape nor machine; has so far settled for the in-between
 
 
llamallover2021
 



 
Reply
Posted 2006-06-29, 04:58 PM in reply to llamallover2021's post starting "HOLY CRAP!!!!!!!!!!!!!! That's the..."
ok i don't no where to paste it i have rmxp and in mine above main (which is at the bottom) is Scene_Debug. so could you please check again?
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phsyco025 is neither ape nor machine; has so far settled for the in-betweenphsyco025 is neither ape nor machine; has so far settled for the in-between
 
 
phsyco025
 



 
Reply
Posted 2006-06-29, 05:22 PM in reply to phsyco025's post starting "ok i don't no where to paste it i have..."
silly! you need to CREATE the directory! right click on Scene_Debug and click insert. A blank directory will come up, and name it Advanced Message Script. Copy and paste the actual script inside. Moo.
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Atnas shows clear signs of ignorance and confidence; the two things needed to succeed in lifeAtnas shows clear signs of ignorance and confidence; the two things needed to succeed in life
 
 
Atnas
 



 
Reply
Posted 2006-06-29, 05:56 PM in reply to Atnas's post starting ":) silly! you need to CREATE the..."
k thx ill let u no how it worked
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phsyco025 is neither ape nor machine; has so far settled for the in-betweenphsyco025 is neither ape nor machine; has so far settled for the in-between
 
 
phsyco025
 



 
Reply
Posted 2006-06-29, 07:27 PM in reply to phsyco025's post starting "k thx ill let u no how it worked"
When you do get it working, it should look something like this and this.






lol...couldn't help it lenny!
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Atnas shows clear signs of ignorance and confidence; the two things needed to succeed in lifeAtnas shows clear signs of ignorance and confidence; the two things needed to succeed in life
 
 
Atnas
 



 
Reply
Posted 2006-06-29, 07:59 PM in reply to Atnas's post starting "When you do get it working, it should..."
that was a nice little tribute to lenny! hey, atnas, I couldn't help but notice that you have a lot of things in your taskbar thing on the bottom-left of the screen.
Goro goro!
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llamallover2021 is neither ape nor machine; has so far settled for the in-betweenllamallover2021 is neither ape nor machine; has so far settled for the in-between
 
 
llamallover2021
 



 
Reply
Posted 2006-06-29, 09:16 PM in reply to llamallover2021's post starting "that was a nice little tribute to..."
not to mention the 40+ that arent shown...if I click the >> I cant see very much...
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Atnas shows clear signs of ignorance and confidence; the two things needed to succeed in lifeAtnas shows clear signs of ignorance and confidence; the two things needed to succeed in life
 
 
Atnas
 



 
Reply
Posted 2006-06-29, 09:18 PM in reply to Atnas's post starting "When you do get it working, it should..."
ok ive copied and pasted it now how do i get the pictures into it
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phsyco025 is neither ape nor machine; has so far settled for the in-betweenphsyco025 is neither ape nor machine; has so far settled for the in-between
 
 
phsyco025
 



 
Reply
Posted 2006-06-29, 10:31 PM in reply to phsyco025's post starting "ok ive copied and pasted it now how do..."
Make sure they are 96x96 pixels, or it won't work. Then import them into graphics/pictures through the resource manager. At the begginning of a message put
Quote:
\f[filename]
with filename being the exact name of the picture.
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Atnas shows clear signs of ignorance and confidence; the two things needed to succeed in lifeAtnas shows clear signs of ignorance and confidence; the two things needed to succeed in life
 
 
Atnas
 



 
Reply
Posted 2006-06-30, 09:07 AM in reply to Atnas's post starting "Make sure they are 96x96 pixels, or it..."
I'm famous!

-----

Silly me, I forgot completely about my scripts thread.

About a year ago I posted a little thread with RMXP resources. Unfortunately a lot of the sites don't work anymore, but theres still good ones there - like Dubealex, where Atnas probably got his script from.

http://zelaron.com/forum/showthread.php?t=36112
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Lenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basics
 
 
Lenny
 



 
Reply
Posted 2006-06-30, 10:44 AM in reply to Lenny's post starting "I'm famous! :D ----- Silly me,..."
yer... also, just to let you know, I get most of my scripts from rmxp.org... they switched from .net because lord gradient never paid his bills *gasp* Theres now about 40 or so scripts there... one of them being pixelmovent, not walking on the tiles, but walking in a sort of LOZ style... only got around 20 or so charsets there used to be over 800... Btw, the script was an edited dubealex script, by my fav scriptor, near fantastica. Another good one is cybersam, he created the side veiw battle system. I must say I am but a petty noob compared to them... All I can make are simple scripts which assign moves such as jumps to a key....but hey, they all started somewhere!
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Atnas shows clear signs of ignorance and confidence; the two things needed to succeed in lifeAtnas shows clear signs of ignorance and confidence; the two things needed to succeed in life
 
 
Atnas
 
 

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