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Help with a script (RpgXP)
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Posted 2006-10-25, 05:41 PM
Hi guys, i have a script that allows you to put faces in messages on
Rpg Xp, and i have a question at the bottom of the message
(To use the script, replace the window_message script with this one)

Code:
#====================================================
# ¦ Window_Message
#------------------------------------------------------------------------------

class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
def initialize (x=80,y=304,width=480,height=160)
super(x, y, width, height)
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
@imagen = Game_Picture.new(1)
@viewport = Viewport.new(0,0,640,480)
@viewport.z = 200
@ventana_cara = Window_Base.new(0,304,160,160)
@ventana_cara.opacity = 0
@ventana_cara.contents = Bitmap.new(160-32,160-32)
@ventana_cara.back_opacity = 160
@carct_centinela = "|"#aqui se decide el caracter para q no se vea la ventana
#de imagenes
@tamaño_imagenes = 128# ste es el tamaño de TODAS vuestras imagenes
#(pixels)
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
@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.color = normal_color
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
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" }
# "\\C" ? "\001" ??"\\G" ? "\002" ???
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
@mtexto = ""
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 = c(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 == "\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
if c != @carct_centinela
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
x += self.contents.text_size(c).width
end
@mtexto = @mtexto + c
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
cambiar_imagen
end
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
@ventana_cara.y = 16
else
case $game_system.message_position
when 0
self.y = 16
@ventana_cara.y = 16
when 1
self.y = 160
@ventana_cara.y = 160
when 2
self.y = 304
@ventana_cara.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
super
if @fade_in
self.contents_opacity += 24
visualizar_imagen
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@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
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
if self.opacity == 255 and !@narracion
ventana_cara(true)
elsif @narracion
ventana_cara(false,false)
else
ventana_cara(false,true)
end
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
ocultar_ventana_cara
ocultar_imagen(true)
if self.opacity == 0
ocultar_imagen(false)
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
#--------------------------------------------------------------------
def decidir_imagen
i=0
@nom_imagen = ""
while @mtexto[i,1] != ":" and @mtexto[i,1] != nil and @mtexto[i,1] != @carct_centinela
@nom_imagen = @nom_imagen + @mtexto[i,1]
i = i + 1
end
self.x = 160
@narracion = false
if @mtexto[i,1] != ":" and @mtexto[i,1] != @carct_centinela
@cambio_imagen = false
elsif @mtexto[i,1] == @carct_centinela
self.x = 80
@cambio_imagen = true
@narracion = true
else
@cambio_imagen = true
end
end
#---------------------------------------------------------------------
def cambiar_imagen
decidir_imagen
if @cambio_imagen or (@ventana_cara.y+14) != @imagen.y
if @impresion_imagen != nil
@impresion_imagen.dispose
end
poner_cara
end
end
#-------------------------------------------------------------------
def poner_cara
begin
@ventana_cara.contents.clear
if @cambio_imagen
@imagen.show(@nom_imagen,0,14,@ventana_cara.y+14,132*100/@tamaño_imagenes,132*100/@tamaño_imagenes,0,0)
else
@imagen.move(1, 0, 14, @ventana_cara.y+14, 132*100/@tamaño_imagenes, 132*100/@tamaño_imagenes, 0,0)

@imagen.update
end
@hay_cara = true
@impresion_imagen = Sprite_Picture.new(@viewport,@imagen)
rescue
@hay_cara = false
@ventana_cara.contents.clear
@ventana_cara.contents.font.color = c(4)
@ventana_cara.contents.font.name = "Flat Brush"
@ventana_cara.contents.font.size = $fontsize
@ventana_cara.contents_opacity = 255
@ventana_cara.contents.draw_text((160-32)/2-20,(160-32)/2-32,32,32,"SIN")
@ventana_cara.contents.draw_text((160-32)/2-32,(160-32)/2,64,32,"FOTO")
end
end
#---------------------------------------------------------------------
def ventana_cara(ver,contenido = false)
if ver
@ventana_cara.visible = true
@ventana_cara.opacity = 255
@ventana_cara.back_opacity = 160
elsif contenido
@ventana_cara.opacity = 0
@ventana_cara.contents_opacity = 255
else
@ventana_cara.visible = false
@ventana_cara.contents.clear
end
end

#---------------------------------------------------------------------
def visualizar_imagen
if @hay_cara
if @impresion_imagen.opacity != 255
@impresion_imagen.opacity += 24
end
end
end
#-----------------------------------------------------------
def ocultar_imagen(lento)
if @hay_cara
if lento
@impresion_imagen.opacity -= 48
else
@impresion_imagen.opacity = 0
end
end
end
#--------------------------------------------------------------
def ocultar_ventana_cara
if @ventana_cara.opacity != 0
@ventana_cara.opacity -= 48
@ventana_cara.contents_opacity -= 48
end
end
#-------------------------------------------------------------
end
well, the question about this script, is what can i do in the script, so that the image name doesnt appear on the message?
1. to show a face message its:
imagename: message
for an example, lets say image1 is:
so, when i write:
Image1: Message

the message in the game shows:
Image1: Message

What can i do to make it only show:

Message

so that the image name doesnt appear on the text box? please someone help me

Thanks
Javi

Last edited by Jabicho; 2006-10-26 at 04:17 PM.
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Jabicho is neither ape nor machine; has so far settled for the in-betweenJabicho is neither ape nor machine; has so far settled for the in-between
 
 
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