#============================================================================== # * Window_Message #------------------------------------------------------------------------------ #  It is the message window which is used in composition indication. #============================================================================== class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # - Object initialization. #-------------------------------------------------------------------------- def initialize super(80, 304, 480, 160) 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 end #-------------------------------------------------------------------------- # - Release #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- # - Message end processing #-------------------------------------------------------------------------- def terminate_message self.active = false self.pause = false self.index = -1 self.contents.clear # While indicating clearing the flag @contents_showing = false # he message call-back is called if $game_temp.message_proc != nil $game_temp.message_proc.call end # Composition, the choices, clearing the variable regarding numerical 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 # Opening the Goldwyn dough if @gold_window != nil @gold_window.dispose @gold_window = nil end end #-------------------------------------------------------------------------- # - Refreshment #-------------------------------------------------------------------------- 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 the choices indentation is done if $game_temp.choice_start == 0 x = 8 end # When there is a message of the waiting of indication if $game_temp.message_text != nil text = $game_temp.message_text # Control character 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 # For convenience,"\\\\" convert to "\000" text.gsub!(/\\\\/) { "\000" } # "\\C" convert to "\001", "\\G" convert to "\002" text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\003[#{$1}]" } text.gsub!(/\\[Tt]\[([0-9]+)\]/) { "\004[#{$1}]" } text.gsub!(/\\[Zz]\[([0-9]+)\]/) { "\005[#{$1}]" } # Until acquisition (letter becomes not be able to acquire 1 letter in c, the loop) phrase = "" while ((c = text.slice!(/./m)) != nil) # \\ = Show letter " \ " if c == "\000" # You reset to original letter c = "\\" end # \C = Change text color if c == "\001" nowwidth = self.contents.text_size(phrase).width self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) x += nowwidth phrase = "" # Modifying letter color text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end # To the following letter next end # \G = Show window gold if c == "\002" nowwidth = self.contents.text_size(phrase).width self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) x += nowwidth phrase = "" # Drawing up the Gold window dough 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 # To the following letter next end # \F Change Font Face if c == "\003" text.sub!(/\[([0-9]+)\]/, "") fontface = $1.to_i case fontface when 1 self.contents.font.name = "AngsanaUPC" when 2 self.contents.font.name = "BrowalliaUPC" when 3 self.contents.font.name = "CordiaUPC" when 4 self.contents.font.name = "DilleniaUPC" when 5 self.contents.font.name = "EucrosiaUPC" when 6 self.contents.font.name = "FreesiaUPC" when 7 self.contents.font.name = "IrisUPC" when 8 self.contents.font.name = "JasmineUPC" when 9 self.contents.font.name = "KodchiangUPC" when 10 self.contents.font.name = "LilyUPC" when 11 self.contents.font.name = "Microsoft Sans Serif" when 12 self.contents.font.name = "Tahoma" else self.contents.font.name = $fontface end # To the following letter next end # \T Change Font Type if c == "\004" nowwidth = self.contents.text_size(phrase).width self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) x += nowwidth phrase = "" text.sub!(/\[([0-9]+)\]/, "") fonttype = $1.to_i case fonttype when 1 self.contents.font.bold = true self.contents.font.italic = false when 2 self.contents.font.bold = false self.contents.font.italic = true when 3 self.contents.font.bold = true self.contents.font.italic = true else self.contents.font.bold = false self.contents.font.italic = false end # To the following letter next end # \Z Change Font Size if c == "\005" nowwidth = self.contents.text_size(phrase).width self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) x += nowwidth phrase = "" text.sub!(/\[([0-9]+)\]/, "") self.contents.font.size = [[$1.to_i, 12].max, 50].min c = "" next end # In case of line feed character if c == "\n" nowwidth = self.contents.text_size(phrase).width self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) x += nowwidth phrase = "" # If the choices renewing the width of cursor if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end # y Adding 1 y += 1 x = 0 # If the choices indentation is done if y >= $game_temp.choice_start x = 8 end # To the following letter next end # Drawing letter # Adding the width of the letter which is drawn in x phrase.concat (c) end if phrase != "" nowwidth = self.contents.text_size(phrase).width self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) x += nowwidth phrase = "" end end # In case of choices if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # In case of numerical input if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end #-------------------------------------------------------------------------- # - Position of window and setting of opacity #-------------------------------------------------------------------------- def reset_window if $game_temp.in_battle self.y = 16 else case $game_system.message_position when 0 # Top self.y = 16 when 1 # Middle self.y = 160 when 2 # Bottom self.y = 304 end end if $game_system.message_frame == 0 self.opacity = 255 else self.opacity = 0 end self.back_opacity = 160 end #-------------------------------------------------------------------------- # - Frame renewal #-------------------------------------------------------------------------- def update super # In case of fading in 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 # When it is in the midst of numerical inputting if @input_number_window != nil @input_number_window.update # Decision 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 # Releasing the numerical input window @input_number_window.dispose @input_number_window = nil terminate_message end return end # When it is in the midst of message indicating if @contents_showing # If it is not in the midst of indicating the choices, indicating pause sign if $game_temp.choice_max == 0 self.pause = true end # Cancellation 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 # Decision 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 # While fading out when there is a message or choices of the waiting of indication at other than 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 self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # There is no message which it should indicate, but when the window is visible state 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 #-------------------------------------------------------------------------- # - Rectangle renewal of cursor #-------------------------------------------------------------------------- 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 end