#============================================================================== # # ¥ Yami Engine Ace - Pop Message # -- Last Updated: 2012.05.11 # -- Level: Normal # -- Requires: n/a # #============================================================================== $imported = {} if $imported.nil? $imported["YSE-PopMessage"] = true #============================================================================== # ¥ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.05.11 - Fixed Message Position. # - Remove Requirement: YSE - Fix Events Order. # 2012.05.07 - Fixed Face position. # - Added Requirement: YSE - Fix Events Order. # 2012.04.06 - You can change Bubble Tag filename. # 2012.03.28 - Fixed Default Message Position and Sizes. # 2012.03.27 - Fixed Default Message. # 2012.03.27 - Added Bubble Tag. # 2012.03.25 - Fixed Escape Message. # 2012.03.24 - Fixed Battle Message. # 2012.03.24 - Rewrote script. # #============================================================================== # ¥ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save. # # ----------------------------------------------------------------------------- # Message Window text Codes - These go inside of your message window. # ----------------------------------------------------------------------------- # Position: Effect: # \bm[x] - Sets Message Window position to event x. *Note # \cbm - Cancel bubble message. # # *Note: Set to 0 to sets position to Game Player. # #============================================================================== # ¥ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #============================================================================== module YSE module POP_MESSAGE #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Visual Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LIMIT = { # Start. :limit_width => 0, # Set to 0 to disable limit. :limit_line => 6, # Set to 0 to disable limit. } # End. POSITION = { # Start. :x_buffer => 0, :y_buffer => -36, :face_x_buffer => 8, :face_y_buffer => 24, :tag_y_buffer => -6, :name_x_buffer => 112, # Require YEA - Message System. } # End. EFFECT = { # Start. :fade_face => true, :move_face => true, :use_bubble_tag => true, :bubble_tag_name => "BubbleTag", } # End. end end #============================================================================== # ¥ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== #============================================================================== # ¡ Spriteset_Map #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :character_sprites end # Spriteset_Map #============================================================================== # ¡ Window_Message_Face #============================================================================== class Window_Message_Face < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize super(0, 0, 120, 120) self.opacity = 0 @face_name = "" @face_index = 0 @move_x = 0 self.z = 301 close end #-------------------------------------------------------------------------- # message_window= #-------------------------------------------------------------------------- def message_window=(window) @message_window = window end #-------------------------------------------------------------------------- # set_face #-------------------------------------------------------------------------- def set_face contents.clear return unless @message_window if !$game_message.face_name.empty? draw_face($game_message.face_name, $game_message.face_index, 0, 0) set_position show_face else hide_face end end #-------------------------------------------------------------------------- # set_position #-------------------------------------------------------------------------- def set_position return unless @message_window self.x = @message_window.x self.y = @message_window.y - 96 self.x += YSE::POP_MESSAGE::POSITION[:face_x_buffer] self.y += YSE::POP_MESSAGE::POSITION[:face_y_buffer] self.y += (@message_window.real_lines - 1) * 24 if (@face_name != $game_message.face_name || @face_index != $game_message.face_index) if YSE::POP_MESSAGE::EFFECT[:move_face] @move_x = 30 self.x -= 30 end @face_name = $game_message.face_name @face_index = $game_message.face_index self.contents_opacity = 0 if YSE::POP_MESSAGE::EFFECT[:fade_face] end end #-------------------------------------------------------------------------- # show_face #-------------------------------------------------------------------------- def show_face open end #-------------------------------------------------------------------------- # hide_face #-------------------------------------------------------------------------- def hide_face contents.clear close end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super self.contents_opacity += 15 if self.contents_opacity < 255 unless @move_x <= 0 self.x += 2 @move_x -= 2 end end end # Sprite_Message_Face #============================================================================== # ¡ Window_Message #============================================================================== class Window_Message < Window_Base #-------------------------------------------------------------------------- # new method: face_window= #-------------------------------------------------------------------------- def face_window=(window) @face_window = window end #-------------------------------------------------------------------------- # new method: bubble_tag= #-------------------------------------------------------------------------- def bubble_tag=(sprite) @bubble_tag = sprite end #-------------------------------------------------------------------------- # new method: message_escape_characters_pop_message #-------------------------------------------------------------------------- def message_escape_characters_pop_message(result) result.gsub!(/\eBM\[(\d+)\]/i) { event_pop_message_setup($1.to_i, false) } result.gsub!(/\eBMF\[(\d+)\]/i) { event_pop_message_setup($1.to_i, true) } result.gsub!(/\eCBM/i) { event_pop_message_setup(nil, false) } result end #-------------------------------------------------------------------------- # alias method: convert_escape_characters #-------------------------------------------------------------------------- alias yse_convert_escape_characters_pm convert_escape_characters def convert_escape_characters(text) result = yse_convert_escape_characters_pm(text) result = message_escape_characters_pop_message(result) result end #-------------------------------------------------------------------------- # new method: event_pop_message_setup #-------------------------------------------------------------------------- def event_pop_message_setup(event_id, follower = false) if follower && $game_player.followers[event_id].nil? @event_pop_id = nil @event_pop_follower = false return "" end @event_pop_follower = follower @event_pop_id = event_id return "" end #-------------------------------------------------------------------------- # new method: set_face_position #-------------------------------------------------------------------------- def set_face_position return unless SceneManager.scene_is?(Scene_Map) return unless @event_pop_id return unless @face_window contents.clear @face_window.set_face self.z = 300 return unless $imported["YEA-MessageSystem"] @name_window.x = self.x + YSE::POP_MESSAGE::POSITION[:face_x_buffer] + YSE::POP_MESSAGE::POSITION[:name_x_buffer] if (@name_position == 1 || @name_position == 2) end #-------------------------------------------------------------------------- # alias method: new_page #-------------------------------------------------------------------------- alias window_message_new_page_pm_yse new_page def new_page(text, pos) window_message_new_page_pm_yse(text, pos) set_face_position end #-------------------------------------------------------------------------- # alias method: close #-------------------------------------------------------------------------- alias pop_message_close close def close pop_message_close return unless SceneManager.scene_is?(Scene_Map) return unless @event_pop_id @event_pop_id = nil @event_pop_follower = false @face_window.hide_face return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag] @bubble_tag.visible = false if @bubble_tag end #-------------------------------------------------------------------------- # alias method: open_and_wait #-------------------------------------------------------------------------- alias pop_message_open_and_wait open_and_wait def open_and_wait pop_message_open_and_wait return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag] @bubble_tag.visible = true if @event_pop_id && @bubble_tag end #-------------------------------------------------------------------------- # alias method: process_all_text #-------------------------------------------------------------------------- alias pop_message_process_all_text process_all_text def process_all_text @event_pop_id = nil convert_escape_characters($game_message.all_text) update_placement adjust_pop_message($game_message.all_text) pop_message_process_all_text end #-------------------------------------------------------------------------- # alias method: update_placement #-------------------------------------------------------------------------- alias event_pop_message_update_placement update_placement def update_placement if SceneManager.scene_is?(Scene_Map) if @event_pop_id.nil? fix_default_message event_pop_message_update_placement elsif @event_pop_id == 0 character = $game_player self.y = character.screen_y - self.height + YSE::POP_MESSAGE::POSITION[:y_buffer] self.x = character.screen_x - self.width / 2 + YSE::POP_MESSAGE::POSITION[:x_buffer] fix_position_bubble(character) set_bubble_tag(character) elsif @event_pop_id > 0 hash = @event_pop_follower ? $game_player.followers : $game_map.events character = hash[@event_pop_id] self.y = character.screen_y - self.height + YSE::POP_MESSAGE::POSITION[:y_buffer] self.x = character.screen_x - self.width / 2 + YSE::POP_MESSAGE::POSITION[:x_buffer] fix_position_bubble(character) set_bubble_tag(character) end else event_pop_message_update_placement end end #-------------------------------------------------------------------------- # new method: fix_default_message #-------------------------------------------------------------------------- def fix_default_message self.width = window_width self.height = window_height self.x = 0 @face_window.hide_face if @face_window create_contents return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag] @bubble_tag.visible = false if @bubble_tag end #-------------------------------------------------------------------------- # new method: fix_position_bubble #-------------------------------------------------------------------------- def fix_position_bubble(character) end_x = self.x + self.width end_y = self.y + self.height self.x = 0 if self.x < 0 self.y = character.screen_y if self.y < 0 self.x = Graphics.width - self.width if end_x > Graphics.width self.y = Graphics.height - self.height if end_y > Graphics.height end #-------------------------------------------------------------------------- # new method: set_bubble_tag #-------------------------------------------------------------------------- def set_bubble_tag(character) return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag] return unless @bubble_tag up = self.y == character.screen_y self.y += up ? @bubble_tag.height / 2 : -@bubble_tag.height / 2 @bubble_tag.x = character.screen_x - @bubble_tag.width / 2 if up @bubble_tag.src_rect.set(0, @bubble_tag.height, @bubble_tag.width, @bubble_tag.height) @bubble_tag.y = self.y - @bubble_tag.height - YSE::POP_MESSAGE::POSITION[:tag_y_buffer] else @bubble_tag.src_rect.set(0, 0, @bubble_tag.width, @bubble_tag.height) @bubble_tag.y = self.y + self.height + YSE::POP_MESSAGE::POSITION[:tag_y_buffer] end end #-------------------------------------------------------------------------- # new method: cal_number_line #-------------------------------------------------------------------------- def cal_number_line(text) result = 0 text.each_line { result += 1 } return result end #-------------------------------------------------------------------------- # new method: cal_width_line #-------------------------------------------------------------------------- def cal_width_line(text) result = 0 text.each_line { |line| result = text_size(line).width if result < text_size(line).width } return result end #-------------------------------------------------------------------------- # alias method: adjust_message_window_size #-------------------------------------------------------------------------- if $imported["YEA-MessageSystem"] alias yse_pop_message_adjust_message_window_size adjust_message_window_size def adjust_message_window_size start_name_window if @event_pop_id return if @event_pop_id yse_pop_message_adjust_message_window_size end end #-------------------------------------------------------------------------- # new method: adjust_pop_message #-------------------------------------------------------------------------- def adjust_pop_message(text = " ") return unless SceneManager.scene_is?(Scene_Map) unless @event_pop_id if $imported["YEA-MessageSystem"] adjust_message_window_size end return end n_line = cal_number_line(text) n_line = YSE::POP_MESSAGE::LIMIT[:limit_line] if YSE::POP_MESSAGE::LIMIT[:limit_line] > 0 && cal_number_line(text) > YSE::POP_MESSAGE::LIMIT[:limit_line] @real_lines = n_line self.height = fitting_height(n_line) self.width = cal_width_line(text) + 24 self.width += new_line_x if self.width > YSE::POP_MESSAGE::LIMIT[:limit_width] && YSE::POP_MESSAGE::LIMIT[:limit_width] > 0 self.width = YSE::POP_MESSAGE::LIMIT[:limit_width] end create_contents update_placement end #-------------------------------------------------------------------------- # overwrite method: new_line_x #-------------------------------------------------------------------------- def new_line_x if $game_message.face_name.empty? return 0 else result = YSE::POP_MESSAGE::POSITION[:face_x_buffer] p_x = $imported["YEA-MessageSystem"] ? YEA::MESSAGE::FACE_INDENT_X : 112 result += p_x return result end end #-------------------------------------------------------------------------- # new method: real_lines #-------------------------------------------------------------------------- def real_lines @real_lines end end # Window_Message #============================================================================== # ¡ Scene_Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # alias method: create_message_window #-------------------------------------------------------------------------- alias yse_pm_create_message_window create_message_window def create_message_window yse_pm_create_message_window @face_window = Window_Message_Face.new @face_window.message_window = @message_window if YSE::POP_MESSAGE::EFFECT[:use_bubble_tag] @bubble_tag_sprite = Sprite.new @bubble_tag_sprite.visible = false @bubble_tag_sprite.bitmap = Cache.system(YSE::POP_MESSAGE::EFFECT[:bubble_tag_name]) @bubble_tag_sprite.src_rect.set(0, 0, @bubble_tag_sprite.width, @bubble_tag_sprite.height / 2) @message_window.bubble_tag = @bubble_tag_sprite end @message_window.face_window = @face_window end #-------------------------------------------------------------------------- # alias method: dispose_spriteset #-------------------------------------------------------------------------- alias pop_message_dispose_spriteset dispose_spriteset def dispose_spriteset pop_message_dispose_spriteset return unless @bubble_tag_sprite @bubble_tag_sprite.dispose end end # Scene_Map #============================================================================== # # ¥ End of File # #==============================================================================