Dubealex's Advanced Message System R4
#1
Dubealex's Advanced Message System

Code:
#===================================================
# ? AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# 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
#
# May 18, 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
  attr_accessor :message_width
  attr_accessor :message_height
  attr_accessor :message_x
  attr_accessor :message_y_bottom
  attr_accessor :message_y_middle
  attr_accessor :message_y_top
  attr_accessor :event_message_x_ofset
  attr_accessor :event_message_y_ofset
  
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
  
  @message_width = 480          #Choose the width size of the message box. Default=480
  @message_height = 160         #Choose the height size of the message box. Default=160
  @message_x = 80                  #Choose the X position of the message box. Default=80
  @message_y_bottom = 304    #Choose the Y bottom position of the message box. Default=304
  @message_y_middle = 160    #Choose the Y middle position of the message box. Default=160
  @message_y_top = 16           #Choose the Y top position of the message box. Default=16
  
  @event_message_x_ofset = 0   #Choose the X position offset of the event message. Default=0
  @event_message_y_ofset = 48   #Choose the Y position offset of the event message. Default=48
  
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_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
     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

#MESSAGE_SIZE
#MESSAGE_POSITION

if @popchar >= 0
   events = $game_map.events
   if events != nil
     character = get_character(@popchar)
     x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
     y = [[character.screen_y - $ams.event_message_y_ofset - 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 = $ams.message_y_top
     when 1  
       self.y = $ams.message_y_middle
     when 2  
       self.y = $ams.message_y_bottom
     end
     self.x = $ams.message_x
     if @face_file == nil
       self.width = $ams.message_width
       self.x = $ams.message_x
     else
       if self.width <= 600
         self.width = 600
         self.x -=60
        end
     end
     self.height = $ams.message_height
   end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($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
#===================================================

Instructions Manual
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