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+---- Thread: Custom Text Command Script (/thread-2749.html)
Custom Text Command Script - RPG Advocate - 03-03-2008
Custom Text Command Script
by RPG Advocate
saved from Phylomortis.Com
Introduction
This script modifies the Window_Message class to allow for more text commands to be used in messages. This is a list of all the text commands supported by this script. To use the script, simply overwrite the "Window_Message" class with the one provided below.
\a[n] : Automatically closes the message box after n frames.
\b: Banner mode. The text is centered both horizontally and vertically within the window. Can't be used with other tags and works with only one line of text.
\c[n] Changes to one of the eight pre-defined colors. Use \d or \c[0] to change back to the default color.
\d: Returns the font, font size, font color, and line height to default.
\f[n] : Changes the font to font n in a set of pre-defined fonts. Use \d or \f[x], where x is the number of the default font, to return to the default.
\g : Shows a window showing how much money you have.
\h[n] : Changes the line height to n. Useful if you want to show very large text without it clipping vertically. Use \d or \h[32] to return the line height to default.
\i[n] : Shows the icon and item name of the item with ID n
\j[n] : Puts n pixels of whitespace at the current position within the message. Useful if you want precise spacing rather than relying on the font's space length.
\k[n] : Shows the icon and skill name of the skill with ID n.
\m[n] : Shows the icon and armor name of the armor with ID n.
\n[n] : Shows the name of the hero with ID n.
\o[n] : The alpha of the window text is n for this message.
\r: Right-justifies the text on this line. Must be the first thing in the line. \s[n] : Changes the font size to n pixels high.
\v[n] : Displays the value of the variable with ID n.
\w[n] : Shows the icon and weapon name of the weapon with ID n.
\x: Centers the text on this line. Must be the first thing in the line.
\\ : Prints the "\" character.
With the release version, this script has a bug when using the letter "j" with some of these custom text commands. You need to download the update to RGSS100J.dll in order to remedy this problem.
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
# This message window is used to display text.
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :autoclosetime
attr_accessor :op
#--------------------------------------------------------------------------
# * 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
@autoclosetime = -1
@op = 255
@refreshflag = false
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Terminate Message
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = "Arial"
self.contents.font.size = 18
x = y = 0
@cursor_width = 0
@autoclosetime = -1
@refreshflag = true
lineheight = 32
active = ""
a = ""
centerflag = false
rightflag = false
bannerflag = false
if $game_temp.choice_start == 0
x = 8
end
if $game_temp.message_text != nil
text = $game_temp.message_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" }
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\003[#{$1}]" }
text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\004[#{$1}]" }
text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\005[#{$1}]" }
text.gsub!(/\\[Xx]/) { "\006" }
text.gsub!(/\\[Rr]/) { "\007" }
text.gsub!(/\\[Dd]/) { "\011" }
text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\023[#{$1}]" }
text.gsub!(/\\[Bb]/) { "\017" }
text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\014[#{$1}]" }
text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\015[#{$1}]" }
text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\016[#{$1}]" }
text.gsub!(/\\[Jj]\[([0-9]+)\]/) { "\013[#{$1}]" }
text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\021[#{$1}]" }
text.gsub!(/\\[Kk]\[([0-9]+)\]/) { "\022[#{$1}]" }
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 = text_color(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 == "\003"
text.sub!(/\[([0-9]+)\]/, "")
item_sub = $1.to_i
c = $data_items[item_sub].name
l = self.contents.text_size(c).width
draw_item_name($data_items[item_sub], x, y * 32 + 1)
x = x + l + 24
next
end
if c == "\004"
text.sub!(/\[([0-9]+)\]/, "")
fontize = $1.to_i
case fontize
when 1
self.contents.font.name = "Arial"
when 2
self.contents.font.name = "High Tower Text"
when 3
self.contents.font.name = "Tw Cen MT"
when 4
self.contents.font.name = "Tahoma"
end
next
end
if c == "\005"
text.sub!(/\[([0-9]+)\]/, "")
@autoclosetime = $1.to_i
next
end
if c == "\006"
centerflag = true
next
end
if c == "\007"
rightflag = true
next
end
if c == "\011"
self.contents.font.name = "Arial"
self.contents.font.size = 18
self.contents.font.color = normal_color
lineheight = 32
next
end
if c == "\014"
text.sub!(/\[([0-9]+)\]/, "")
w_sub = $1.to_i
c = $data_weapons[w_sub].name
l = self.contents.text_size(c).width
bitmap = RPG::Cache.icon($data_weapons[w_sub].icon_name)
self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
x += 28
self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
x = x + l
next
end
if c == "\015"
text.sub!(/\[([0-9]+)\]/, "")
a_sub = $1.to_i
c = $data_armors[a_sub].name
l = self.contents.text_size(c).width
bitmap = RPG::Cache.icon($data_armors[a_sub].icon_name)
self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
x += 28
self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
x = x + l
next
end
if c == "\016"
text.sub!(/\[([0-9]+)\]/, "")
@op = $1.to_i
next
end
if c == "\017"
bannerflag = true
next
end
if c == "\018"
text.sub!(/\[([0-9]+)\]/, "")
jump = $1.to_i
x += jump
next
end
if c == "\021"
text.sub!(/\[([0-9]+)\]/, "")
lineheight = $1.to_i
next
end
if c == "\022"
text.sub!(/\[([0-9]+)\]/, "")
skill_sub = $1.to_i
c = $data_skills[skill_sub].name
l = self.contents.text_size(c).width
bitmap = RPG::Cache.icon($data_skills[skill_sub].icon_name)
self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
x += 28
self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
x = x + l
next
end
if c == "\023"
text.sub!(/\[([0-9]+)\]/, "")
bigness = $1.to_i
self.contents.font.size = bigness
next
end
if c == "\n"
if centerflag == true
x = 448 - x
x = x / 2
self.contents.draw_text(x, 32 * y, 448-x, lineheight, a)
end
if rightflag == true
x = 448 - x
self.contents.draw_text(x, 32 * y, 448-x, lineheight, a)
end
if bannerflag == true
x = 448 - x
x = x / 2
self.contents.draw_text(x, 44, 448-x, lineheight, a)
end
a = ""
centerflag = false
rightflag = false
bannerflag = false
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 centerflag == false && rightflag == false && bannerflag == false
self.contents.draw_text(4 + x, 32 * y, 40, lineheight, c)
x += self.contents.text_size(c).width
else
a += c
x += self.contents.text_size(c).width
end
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
end
#--------------------------------------------------------------------------
# * Set Window Position and Opacity Level
#--------------------------------------------------------------------------
def reset_window
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
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if @refreshflag && @fade_in == false
self.contents_opacity = @op
end
if @autoclosetime == 0
@autoclosetime = -1
terminate_message
end
if @autoclosetime >= 1
@autoclosetime -= 1
end
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity >= @op
@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.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_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
@op = 255
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
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
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
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