#================================== # Window_Message #------------------------------- # The message window. #================================== class Window_Message < Window_Selectable attr_accessor :autoclosetime attr_accessor :op #------------------------------- # Object Initialization #------------------------------- def initialize super(190, 370, 380, 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 #------------------------------- # Garbage Collection #------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #------------------------------- # Message Termination Process #------------------------------- 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 = "Arial Black" when 3 self.contents.font.name = "Lucida Console" 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 #------------------------------- # Reset the window in response to changes in the position or transparency #------------------------------- 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 = 320 end end if $game_system.message_frame == 0 self.opacity = 255 else self.opacity = 0 end self.back_opacity = 200 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 #------------------------------- # Updates the cursor rectangle. #------------------------------- 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