09-02-2006, 01:00 PM
Auto Skipping Message
Sonokawa
Sep 2 2006
This is the Script to Auto Skip the Message .
You go in Window_Message , replace all with my Code
Địt lồn mẹ mấy thằng ngu kia , nếu chúng mày ko nhận ra tao là Nguyễn Vũ Dương thì tự cắn buồi mà chết đi đồ ngu ạ ! Xin lỗi mọi người , nếu em có chửi nhầm ai thì bỏ quá cho em
Sonokawa
Sep 2 2006
This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
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No support is given. If you are the owner of the thread, please contact administration.
This is the Script to Auto Skip the Message .
You go in Window_Message , replace all with my Code
Địt lồn mẹ mấy thằng ngu kia , nếu chúng mày ko nhận ra tao là Nguyễn Vũ Dương thì tự cắn buồi mà chết đi đồ ngu ạ ! Xin lỗi mọi người , nếu em có chửi nhầm ai thì bỏ quá cho em
Code:
#==============================================================================
# ¦ Window_Message
#------------------------------------------------------------------------------
# Created by 'Sonokawa' , you can replace this Script in 'Window_Message'
# and use it easily , change the font property at the line 70 and 71
#==============================================================================
class Window_Message < Window_Selectable
# ------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@update_text = true
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
@lineheight = 32
@speed = 1
@speed_frames = 1
@pause_frames = -1
@instant_show = false
self.active = false
self.index = -1
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
@speed = 1
@speed_frames = 1
@pause_frames = -1
@instant_show = false
@update_text = true
@lineheight = 32
@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.name = "Tahoma" # Change the font name here ^^
self.contents.font.size = 22 # Change the font size here ^^
self.contents.font.color = normal_color
@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
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]\[([0123456789ABCDEFx]+)\]/) { "\001[#{$1}]" }
@text.gsub!(/\\[Gg]/) { "\002" }
@text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\003[#{$1}]" }
@text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\004[#{$1}]" }
@text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\014[#{$1}]" }
@text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\015[#{$1}]" }
@text.gsub!(/\\[Kk]\[([0-9]+)\]/) { "\022[#{$1}]" }
@text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\023[#{$1}]" }
@text.gsub!(/\\[Tt]\[([0-9]+)\]/) { "\024[#{$1}]" }
@text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\025[#{$1}]" }
@text.gsub!(/\\[Bb]/) { "\026" }
end
end
# ------------------------------------
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
# ------------------------------------
def update_text
if @text != nil
while ((c = @text.slice!(/./m)) != nil)
if c == "\000"
c = "\\"
end
if c == "\001"
@text.sub!(/\[([0123456789ABCDEFx]+)\]/, "")
temp_color = $1
color = temp_color.to_i
leading_x = temp_color.to_s.slice!(/./m)
if leading_x == "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
@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)
@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 == "\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 == "\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
@lineheight = bigness
next
end
if c == "\024"
@text.sub!(/\[([0-9]+)\]/, "")
@speed = $1.to_i
@speed_frames = @speed
next
end
if c == "\025"
@text.sub!(/\[([0-9]+)\]/, "")
@pause_frames = $1.to_i
next
end
if c == "\026"
if @instant_show == true
@instant_show = false
else
@instant_show = true
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
self.contents.draw_text(4 + @x, 32 * @y, 40, @lineheight, c)
@x += self.contents.text_size(c).width
return
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
@update_text = false
end
# ------------------------------------
def update
super
if @fade_in
self.contents_opacity = 255
if @input_number_window != nil
@input_number_window.contents_opacity = 255
end
if self.contents_opacity == 255
@fade_in = false
end
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 @update_text
if @pause_frames > 0
@pause_frames -= 1
return
end
@speed_frames -= 1
if @speed_frames == 0
@speed_frames = @speed
update_text
if $DEBUG
while Input.press?(Input::SHIFT) && @update_text
update_text
end
end
if @instant_show
while @instant_show && @update_text
update_text
end
end
return
end
end
if $game_temp.choice_max == 0
self.pause = true
end
if self.pause == true && Input.dir4 != 0
terminate_message
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
terminate_message if self.pause == true
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
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 = 0
if self.opacity == 0
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
end
# ==============================================================================
# ** End of Auto Skipping Message - made by "Sonokawa" ^^
# ==============================================================================