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(V2) Mr. Gela's (animated) Portraits and Name Windows scripts for v.20.1, v19.1, and v18.1

Resource (V2) Mr. Gela's (animated) Portraits and Name Windows scripts for v.20.1, v19.1, and v18.1 3.0

AenaonDogsky

Arbiter of Doggos
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Dec 12, 2017
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AenaonDogsky

Arbiter of Doggos
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syruda

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Dec 13, 2022
Posts
10
I don't really understand where I went wrong, but only the top left of the png is being animated.
 

AenaonDogsky

Arbiter of Doggos
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Joined
Dec 12, 2017
Posts
510
I don't really understand where I went wrong, but only the top left of the png is being animated.
Hi, what do you mean exactly by top left? You mean the first frame, or a part of the portrait?
 

syruda

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Joined
Dec 13, 2022
Posts
10
Hi, what do you mean exactly by top left? You mean the first frame, or a part of the portrait?
Yes, sorry I should of specified. The top left corner of the portrait is the only thing that animates for me and the rest of the image stays the same with the other layers overlapping it seems. Did I possibly mess up the installation process?
 

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AenaonDogsky

Arbiter of Doggos
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Posts
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Yes, sorry I should of specified. The top left corner of the portrait is the only thing that animates for me and the rest of the image stays the same with the other layers overlapping it seems. Did I possibly mess up the installation process?

Possibly - but first, what are your image dimensions? Height and Width should be equal. So if your portrait is 80x80, its fine. 160x160 is fine. 68x68 is fine. But it souldn't be like, 70x71

If your dimensions are correct, then try installing this again on a fresh project. If it works, then you did something wrong during the installation.
 

syruda

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Joined
Dec 13, 2022
Posts
10
Possibly - but first, what are your image dimensions? Height and Width should be equal. So if your portrait is 80x80, its fine. 160x160 is fine. 68x68 is fine. But it souldn't be like, 70x71

If your dimensions are correct, then try installing this again on a fresh project. If it works, then you did something wrong during the installation.
They are in fact 70x70, and I'm doing this on a fresh essentials file, so it has to be that I did something wrong in installation process.
 

AenaonDogsky

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Joined
Dec 12, 2017
Posts
510
They are in fact 70x70, and I'm doing this on a fresh essentials file, so it has to be that I did something wrong in installation process.

DM me a portrait of yours and I'll give it a go in a few hours, if it works for me it's most definitely your installation.
 

Gardenette

Cooltrainer
Member
Joined
May 30, 2022
Posts
156
Something in this script is preventing chaining choices like so:
1676822885394.png


I have not figured it out yet, but if anyone else figures it out, please let me know.
 

Gardenette

Cooltrainer
Member
Joined
May 30, 2022
Posts
156
Update:
The issue is this method in the script. I just can't figure out what to change:
def command_101:
Expand Collapse Copy
def command_101
    if $game_temp.message_window_showing
      return false
    end
    message=""
    commands=nil
    numInputVar=nil
    numInputDigitsMax=nil
    text=""
    firstText=nil
    if @list[@index].parameters.length==1
      text+=@list[@index].parameters[0]
      firstText=@list[@index].parameters[0]
      text+=" " if text[text.length-1,1]!=" "
      message+=text
    else
      facename=@list[@index].parameters[0]
      faceindex=@list[@index].parameters[1]
      if facename && facename!=""
        text+="\\ff[#{facename},#{faceindex}]"
        message+=text
      end
    end
    messageend=""
    loop do
      nextIndex=pbNextIndex(@index)
      code=@list[nextIndex].code
      if code == 401
        text=@list[nextIndex].parameters[0]
        text+=" " if text[text.length-1,1]!=" "
        message+=text
        @index=nextIndex
      else
        if code == 102
          commands=@list[nextIndex].parameters
          @index=nextIndex         
        elsif code == 106 && @@immediateDisplayAfterWait
          params=@list[nextIndex].parameters
          if params[0]<=10
            nextcode=@list[nextIndex+1].code
            if nextcode==101 || nextcode==102 || nextcode==103
              @index=nextIndex
            else
              break
            end
          else
            break
          end
        elsif code == 103
          numInputVar=@list[nextIndex].parameters[0]
          numInputDigitsMax=@list[nextIndex].parameters[1]
          @index=nextIndex
        elsif code == 101
          if @list[@index].parameters.length==1
            text=@list[@index].parameters[0]
            if text[/\A\\ignr/] && text==firstText
              text+=" " if text[text.length-1,1]!=" "
              message+=text
              @index=nextIndex
              continue
            end
          end
          messageend="\1"
        end
        break
      end
    end
    @message_waiting=true # needed to allow parallel process events to work while
                          # a message is displayed
    message=_MAPINTL($game_map.map_id,message)
    if commands
      cmdlist=[]
      for cmd in commands[0]
        cmdlist.push(_MAPINTL($game_map.map_id,cmd))
      end
      command=pbMessage(message+messageend,cmdlist,commands[1])
      @branch[@list[@index].indent] = command
    elsif numInputVar
      params=ChooseNumberParams.new
      params.setMaxDigits(numInputDigitsMax)
      params.setDefaultValue($game_variables[numInputVar])
      $game_variables[numInputVar]=pbMessageChooseNumber(message+messageend,params)
      $game_map.need_refresh = true if $game_map
    else
      pbMessage(message+messageend,nil)
    end
    @message_waiting=false
    return true
  end
 

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
510
Update:
The issue is this method in the script. I just can't figure out what to change:
def command_101:
Expand Collapse Copy
def command_101
    if $game_temp.message_window_showing
      return false
    end
    message=""
    commands=nil
    numInputVar=nil
    numInputDigitsMax=nil
    text=""
    firstText=nil
    if @list[@index].parameters.length==1
      text+=@list[@index].parameters[0]
      firstText=@list[@index].parameters[0]
      text+=" " if text[text.length-1,1]!=" "
      message+=text
    else
      facename=@list[@index].parameters[0]
      faceindex=@list[@index].parameters[1]
      if facename && facename!=""
        text+="\\ff[#{facename},#{faceindex}]"
        message+=text
      end
    end
    messageend=""
    loop do
      nextIndex=pbNextIndex(@index)
      code=@list[nextIndex].code
      if code == 401
        text=@list[nextIndex].parameters[0]
        text+=" " if text[text.length-1,1]!=" "
        message+=text
        @index=nextIndex
      else
        if code == 102
          commands=@list[nextIndex].parameters
          @index=nextIndex        
        elsif code == 106 && @@immediateDisplayAfterWait
          params=@list[nextIndex].parameters
          if params[0]<=10
            nextcode=@list[nextIndex+1].code
            if nextcode==101 || nextcode==102 || nextcode==103
              @index=nextIndex
            else
              break
            end
          else
            break
          end
        elsif code == 103
          numInputVar=@list[nextIndex].parameters[0]
          numInputDigitsMax=@list[nextIndex].parameters[1]
          @index=nextIndex
        elsif code == 101
          if @list[@index].parameters.length==1
            text=@list[@index].parameters[0]
            if text[/\A\\ignr/] && text==firstText
              text+=" " if text[text.length-1,1]!=" "
              message+=text
              @index=nextIndex
              continue
            end
          end
          messageend="\1"
        end
        break
      end
    end
    @message_waiting=true # needed to allow parallel process events to work while
                          # a message is displayed
    message=_MAPINTL($game_map.map_id,message)
    if commands
      cmdlist=[]
      for cmd in commands[0]
        cmdlist.push(_MAPINTL($game_map.map_id,cmd))
      end
      command=pbMessage(message+messageend,cmdlist,commands[1])
      @branch[@list[@index].indent] = command
    elsif numInputVar
      params=ChooseNumberParams.new
      params.setMaxDigits(numInputDigitsMax)
      params.setDefaultValue($game_variables[numInputVar])
      $game_variables[numInputVar]=pbMessageChooseNumber(message+messageend,params)
      $game_map.need_refresh = true if $game_map
    else
      pbMessage(message+messageend,nil)
    end
    @message_waiting=false
    return true
  end
Which version?
The messages script I pulled from git, perhaps it was a under-progress thing.
 

Gardenette

Cooltrainer
Member
Joined
May 30, 2022
Posts
156
Which version?
The messages script I pulled from git, perhaps it was a under-progress thing.
You know what, I haven't updated it in a while. I wonder if I have the latest or not. I'll get back to you
Regardless though I think my teammate changed something and fixed it. And she is offline so she is not responding about what she did
 

Gardenette

Cooltrainer
Member
Joined
May 30, 2022
Posts
156
Wow, I had the version from
Which version?
The messages script I pulled from git, perhaps it was a under-progress thing.
18.1 for some reason. This doesn't appear to be an issue on the version for 20.1. Can't believe I didn't check that. Appreciate the help
 

Mashirosakura

With my wishes frozen in time and long forgotten
Discord Mod
The messages script apparently had some changes in v21, so I went through it and used it to update the script. Didn't fully test all the writing options so there may be some issues, though stuff like text delays seem to be way faster for whatever reason. Might be something inherent to v21.

v21:
Expand Collapse Copy
=begin

This is an adaptation of Mr.Gela's Portrait and Namebox Scripts combined

 for 21

 

Please give credit to Mr.Gela, Golisopod User, mej71, Luka S.J., TenshiofWar, Gardenette, and battlelegendblue if used!

=========================================

The script supports full animated portrait functionality

and basic Namebox functionality.



This script is meant to replace the MESSAGES script, so if you

have already made any changes of your own, please make sure

you copy them over.



Portait Y position seemed to be off by a couple of pixels,

I have adjusted the lines responsible, but you may edit as you see fit.

You can change the X and Y of the portraits, as well as of the namebox, inside the script

(not in the settings right below)



Sections with Gela's additions have been marked, as well as

anything that has been manually changed. Look for ==== GELA NAME ==== and

==== GELA FACE ====. Should begin with 1 and end at 6.



Please note that the script is now looking for PNGs referencing Luka's new animated method.

If you want to go back to using (static, cause MKXP and Joiplay) GIFs,

follow the instructions around line 300.



This script now requires Luka's Utilities https://luka-sj.com/res/luts

and Tenshi's port of Luka's  https://eeveeexpo.com/resources/568/

With some modifications which I have posted on the thread.

PLEASE MAKE SURE YOU HAVE INSTALLED AND MODIFIED THE ABOVE CORRECTLY.

=end



#=============================================================================



# SHIFT NAMEWINDOW IN X AXIS (except when specifying a particular X location)

OFFSET_NAMEWINDOW_X=322

# SHIFT NAMEWINDOW IN Y AXIS (except when specifying a particular Y location)

OFFSET_NAMEWINDOW_Y=10

# WHETHER THE TEXT SHOULD BE CENTERED (0=right, 1=center, 2=right)

DEFAULT_ALIGNMENT=1 

# ENSURES A MIN. WIDTH OF THE WINDOW

MIN_WIDTH=200     

# DEFAULT FONT

DEFAULT_FONT="Power Clear" # "Power Clear", etc.

# DEFAULT FONT SIZE

DEFAULT_FONT_SIZE=30



#===========GELANAME0===========                                     

#===============================================================================

#

#===============================================================================

def pbMapInterpreter

  return $game_system&.map_interpreter

end



def pbMapInterpreterRunning?

  interp = pbMapInterpreter

  return interp&.running?

end



# Unused

def pbRefreshSceneMap

  $scene.miniupdate if $scene.is_a?(Scene_Map)

end



def pbUpdateSceneMap

  $scene.miniupdate if $scene.is_a?(Scene_Map) && !pbIsFaded?

end



#===============================================================================

#

#===============================================================================

def pbEventCommentInput(*args)

  parameters = []

  list = args[0].list   # List of commands for event or event page

  elements = args[1]    # Number of elements

  trigger = args[2]     # Trigger

  return nil if list.nil?

  return nil unless list.is_a?(Array)

  list.each do |item|

    next if ![108, 408].include?(item.code)

    next if item.parameters[0] != trigger

    start = list.index(item) + 1

    finish = start + elements

    (start...finish).each do |id|

      parameters.push(list[id].parameters[0]) if list[id]

    end

    return parameters

  end

  return nil

end



def pbCurrentEventCommentInput(elements, trigger)

  return nil if !pbMapInterpreterRunning?

  event = pbMapInterpreter.get_self

  return nil if !event

  return pbEventCommentInput(event, elements, trigger)

end







#===============================================================================

#

#===============================================================================

class ChooseNumberParams

  attr_reader :messageSkin   # Set the full path for the message's window skin

  attr_reader :skin



  def initialize

    @maxDigits = 0

    @minNumber = 0

    @maxNumber = 0

    @skin = nil

    @messageSkin = nil

    @negativesAllowed = false

    @initialNumber = 0

    @cancelNumber = nil

  end



  def setMessageSkin(value)

    @messageSkin = value

  end



  def setSkin(value)

    @skin = value

  end



  def setNegativesAllowed(value)

    @negativeAllowed = value

  end



  def negativesAllowed

    @negativeAllowed ? true : false

  end



  def setRange(minNumber, maxNumber)

    maxNumber = minNumber if minNumber > maxNumber

    @maxDigits = 0

    @minNumber = minNumber

    @maxNumber = maxNumber

  end



  def setDefaultValue(number)

    @initialNumber = number

    @cancelNumber = nil

  end



  def setInitialValue(number)

    @initialNumber = number

  end



  def setCancelValue(number)

    @cancelNumber = number

  end



  def initialNumber

    return clamp(@initialNumber, self.minNumber, self.maxNumber)

  end



  def cancelNumber

    return @cancelNumber || self.initialNumber

  end



  def minNumber

    ret = 0

    if @maxDigits > 0

      ret = -((10**@maxDigits) - 1)

    else

      ret = @minNumber

    end

    ret = 0 if !@negativeAllowed && ret < 0

    return ret

  end



  def maxNumber

    ret = 0

    if @maxDigits > 0

      ret = ((10**@maxDigits) - 1)

    else

      ret = @maxNumber

    end

    ret = 0 if !@negativeAllowed && ret < 0

    return ret

  end



  def setMaxDigits(value)

    @maxDigits = [1, value].max

  end



  def maxDigits

    if @maxDigits > 0

      return @maxDigits

    else

      return [numDigits(self.minNumber), numDigits(self.maxNumber)].max

    end

  end



  private



  def clamp(v, mn, mx)

    return v < mn ? mn : (v > mx ? mx : v)

  end



  def numDigits(number)

    ans = 1

    number = number.abs

    while number >= 10

      ans += 1

      number /= 10

    end

    return ans

  end

end







def pbChooseNumber(msgwindow, params)

  return 0 if !params

  ret = 0

  maximum = params.maxNumber

  minimum = params.minNumber

  defaultNumber = params.initialNumber

  cancelNumber = params.cancelNumber

  cmdwindow = Window_InputNumberPokemon.new(params.maxDigits)

  cmdwindow.z = 99999

  cmdwindow.visible = true

  cmdwindow.setSkin(params.skin) if params.skin

  cmdwindow.sign = params.negativesAllowed # must be set before number

  cmdwindow.number = defaultNumber

  pbPositionNearMsgWindow(cmdwindow, msgwindow, :right)

  loop do

    Graphics.update

    Input.update

    pbUpdateSceneMap

    cmdwindow.update

    msgwindow&.update

    yield if block_given?

    if Input.trigger?(Input::USE)

      ret = cmdwindow.number

      if ret > maximum

        pbPlayBuzzerSE

      elsif ret < minimum

        pbPlayBuzzerSE

      else

        pbPlayDecisionSE

        break

      end

    elsif Input.trigger?(Input::BACK)

      pbPlayCancelSE

      ret = cancelNumber

      break

    end

  end

  cmdwindow.dispose

  Input.update

  return ret

end







#===============================================================================

#

#===============================================================================

class FaceWindowVX < SpriteWindow_Base

  def initialize(face)

    super(0, 0, 128, 128)

    faceinfo = face.split(",")

    facefile = pbResolveBitmap("Graphics/Faces/" + faceinfo[0])

    facefile = pbResolveBitmap("Graphics/Pictures/" + faceinfo[0]) if !facefile

    self.contents&.dispose

    @faceIndex = faceinfo[1].to_i

    @facebitmaptmp = AnimatedBitmap.new(facefile)

    @facebitmap = BitmapWrapper.new(96, 96)

    @facebitmap.blt(0, 0, @facebitmaptmp.bitmap,

                    Rect.new((@faceIndex % 4) * 96, (@faceIndex / 4) * 96, 96, 96))

    self.contents = @facebitmap

  end



  def update

    super

    if @facebitmaptmp.totalFrames > 1

      @facebitmaptmp.update

      @facebitmap.blt(0, 0, @facebitmaptmp.bitmap,

                      Rect.new((@faceIndex % 4) * 96, (@faceIndex / 4) * 96, 96, 96))

    end

  end



  def dispose

    @facebitmaptmp.dispose

    @facebitmap&.dispose

    super

  end

end



#===================GELA FACE1=======================================                           

    class FaceWindowVXNew < SpriteWindow_Base

  def initialize(face)

    super(0,0,192,192)

    self.windowskin=nil

    faceinfo=face.split(",")

    facefile=pbResolveBitmap("Graphics/Faces/"+faceinfo[0])

    facefile=pbResolveBitmap("Graphics/Pictures/"+faceinfo[0]) if !facefile

    self.contents&.dispose

    @faceIndex=faceinfo[1].to_i

    #==== THIS IS CHANGED TO CALL THE ANIMATEDPORTRAITBITMAP FUNCTION FROM

    #==== LUKAS SCRIPT APPLIED BY TENSHIOFWAR TO 18.1. SCRIPT HERE https://eeveeexpo.com/resources/568/

    #==== IT, ALONG WITH SOME MODIFICATIONS, IS REQUIRED IN ORDER TO USE THIS NOW.

    #==== IF YOU WANT TO USE STATIC GIF PORTRAITS, PLEASE REPLACE THIS

      #@facebitmaptmp=AnimatedPortraitBitmap.new(facefile)

    #==== WITH THIS

     @facebitmaptmp=AnimatedBitmap.new(facefile)

    @facebitmap=BitmapWrapper.new(160,160)

    @facebitmap.blt(0,0,@facebitmaptmp.bitmap,Rect.new(

       (@faceIndex % 4) * 160,

       (@faceIndex / 4) * 160, 160, 160

    ))

    self.contents=@facebitmap

  end

 

  def update

    super

    if @facebitmaptmp.totalFrames > 1

      @facebitmaptmp.update

      @facebitmap.blt(0, 0, @facebitmaptmp.bitmap,

                      Rect.new((@faceIndex % 4) * 96, (@faceIndex / 4) * 96, 96, 96))

    end

  end



  def dispose

    @facebitmaptmp.dispose

    @facebitmap&.dispose

    super

  end

end   

#==========================GELA FACE1==============================           







#===============================================================================

#

#===============================================================================

def pbGetBasicMapNameFromId(id)

  begin

    map = pbLoadMapInfos

    return "" if !map

    return map[id].name

  rescue

    return ""

  end

end



def pbGetMapNameFromId(id)

  name = GameData::MapMetadata.get(id)&.name

  if nil_or_empty?(name)

    name = pbGetBasicMapNameFromId(id)

    name.gsub!(/\\PN/, $player.name) if $player

  end

  return name

end



def pbCsvField!(str)

  ret = ""

  str.sub!(/\A\s*/, "")

  if str[0, 1] == "\""

    str[0, 1] = ""

    escaped = false

    fieldbytes = 0

    str.scan(/./) do |s|

      fieldbytes += s.length

      break if s == "\"" && !escaped

      if s == "\\" && !escaped

        escaped = true

      else

        ret += s

        escaped = false

      end

    end

    str[0, fieldbytes] = ""

    if !str[/\A\s*,/] && !str[/\A\s*$/]

      raise _INTL("Invalid quoted field (in: {1})", ret)

    end

    str[0, str.length] = $~.post_match

  else

    if str[/,/]

      str[0, str.length] = $~.post_match

      ret = $~.pre_match

    else

      ret = str.clone

      str[0, str.length] = ""

    end

    ret.gsub!(/\s+$/, "")

  end

  return ret

end



def pbCsvPosInt!(str)

  ret = pbCsvField!(str)

  if !ret[/\A\d+$/]

    raise _INTL("Field {1} is not a positive integer", ret)

  end

  return ret.to_i

end



#===============================================================================

# Money and coins windows

#===============================================================================

def pbGetGoldString

  return _INTL("${1}", $player.money.to_s_formatted)

end



def pbDisplayGoldWindow(msgwindow)

  moneyString = pbGetGoldString

  goldwindow = Window_AdvancedTextPokemon.new(_INTL("Money:\n<ar>{1}</ar>", moneyString))

  goldwindow.setSkin("Graphics/Windowskins/goldskin")

  goldwindow.resizeToFit(goldwindow.text, Graphics.width)

  goldwindow.width = 160 if goldwindow.width <= 160

  if msgwindow.y == 0

    goldwindow.y = Graphics.height - goldwindow.height

  else

    goldwindow.y = 0

  end

  goldwindow.viewport = msgwindow.viewport

  goldwindow.z = msgwindow.z

  return goldwindow

end



def pbDisplayCoinsWindow(msgwindow, goldwindow)

  coinString = ($player) ? $player.coins.to_s_formatted : "0"

  coinwindow = Window_AdvancedTextPokemon.new(_INTL("Coins:\n<ar>{1}</ar>", coinString))

  coinwindow.setSkin("Graphics/Windowskins/goldskin")

  coinwindow.resizeToFit(coinwindow.text, Graphics.width)

  coinwindow.width = 160 if coinwindow.width <= 160

  if msgwindow.y == 0

    coinwindow.y = (goldwindow) ? goldwindow.y - coinwindow.height : Graphics.height - coinwindow.height

  else

    coinwindow.y = (goldwindow) ? goldwindow.height : 0

  end

  coinwindow.viewport = msgwindow.viewport

  coinwindow.z = msgwindow.z

  return coinwindow

end



def pbDisplayBattlePointsWindow(msgwindow)

  pointsString = ($player) ? $player.battle_points.to_s_formatted : "0"

  pointswindow = Window_AdvancedTextPokemon.new(_INTL("Battle Points:\n<ar>{1}</ar>", pointsString))

  pointswindow.setSkin("Graphics/Windowskins/goldskin")

  pointswindow.resizeToFit(pointswindow.text, Graphics.width)

  pointswindow.width = 160 if pointswindow.width <= 160

  if msgwindow.y == 0

    pointswindow.y = Graphics.height - pointswindow.height

  else

    pointswindow.y = 0

  end

  pointswindow.viewport = msgwindow.viewport

  pointswindow.z = msgwindow.z

  return pointswindow

end







#=======GELA NAME1==============

 

# NEW

def pbDisplayNameWindow(msgwindow,dark,param)

  namewindow=Window_AdvancedTextPokemon.new(_INTL("<ac>{1}</ac>",param))

  if dark==true

    namewindow.setSkin("Graphics/Windowskins/"+MessageConfig::TextSkinName+"xndark")

    colortag=getSkinColor(msgwindow.windowskin,0,true)

    namewindow.text=colortag+namewindow.text

     else

    namewindow.setSkin(MessageConfig.pbGetSpeechFrame())               

  end

 

namewindow.resizeToFit(namewindow.text,Graphics.width)

  namewindow.width=180 if namewindow.width<=180

  namewindow.width = namewindow.width

  namewindow.y=msgwindow.y-namewindow.height

  namewindow.y+=OFFSET_NAMEWINDOW_Y

  namewindow.x+=OFFSET_NAMEWINDOW_X

  namewindow.viewport=msgwindow.viewport

  namewindow.z=msgwindow.z

  return namewindow

end                             

#=======GELA NAME1==============                                         

#===============================================================================

#

#===============================================================================

def pbCreateStatusWindow(viewport = nil)

  msgwindow = Window_AdvancedTextPokemon.new("")

  if viewport

    msgwindow.viewport = viewport

  else

    msgwindow.z = 99999

  end

  msgwindow.visible = false

  msgwindow.letterbyletter = false

  pbBottomLeftLines(msgwindow, 2)

  skinfile = MessageConfig.pbGetSpeechFrame

  msgwindow.setSkin(skinfile)

  return msgwindow

end



def pbCreateMessageWindow(viewport = nil, skin = nil)

  msgwindow = Window_AdvancedTextPokemon.new("")

  if viewport

    msgwindow.viewport = viewport

  else

    msgwindow.z = 99999

  end

  msgwindow.visible = true

  msgwindow.letterbyletter = true

  msgwindow.back_opacity = MessageConfig::WINDOW_OPACITY

  pbBottomLeftLines(msgwindow, 2)

  $game_temp.message_window_showing = true if $game_temp

  skin = MessageConfig.pbGetSpeechFrame if !skin

  msgwindow.setSkin(skin)

  return msgwindow

end



def pbDisposeMessageWindow(msgwindow)

  $game_temp.message_window_showing = false if $game_temp

  msgwindow.dispose

end



#===============================================================================

# Main message-displaying function

#===============================================================================

def pbMessageDisplay(msgwindow, message, letterbyletter = true, commandProc = nil)

  return if !msgwindow

  oldletterbyletter = msgwindow.letterbyletter

  msgwindow.letterbyletter = (letterbyletter) ? true : false

  ret = nil

#======GELA FACE AND NAME 2 =================

  count=0

  facewindowL=nil

  facewindowR=nil

  namewindow=nil

#=====GELA FACE AND NAME 2 ==================

  commands = nil

  facewindow = nil

  goldwindow = nil

  coinwindow = nil

  battlepointswindow = nil

  cmdvariable = 0

  cmdIfCancel = 0

  msgwindow.waitcount = 0

  autoresume = false

  text = message.clone

  linecount = (Graphics.height > 400) ? 3 : 2

  ### Text replacement

  text.gsub!(/\\sign\[([^\]]*)\]/i) do      # \sign[something] gets turned into

    next "\\op\\cl\\ts[]\\w[" + $1 + "]"    # \op\cl\ts[]\w[something]

  end

  text.gsub!(/\\\\/, "\5")

  text.gsub!(/\\1/, "\1")

  if $game_actors

    text.gsub!(/\\n\[([1-8])\]/i) { next $game_actors[$1.to_i].name }

  end

  text.gsub!(/\\pn/i,  $player.name) if $player

  text.gsub!(/\\pm/i,  _INTL("${1}", $player.money.to_s_formatted)) if $player

  text.gsub!(/\\n/i,   "\n")

  text.gsub!(/\\\[([0-9a-f]{8,8})\]/i) { "<c2=" + $1 + ">" }

  text.gsub!(/\\pg/i,  "\\b") if $player&.male?

  text.gsub!(/\\pg/i,  "\\r") if $player&.female?

  text.gsub!(/\\pog/i, "\\r") if $player&.male?

  text.gsub!(/\\pog/i, "\\b") if $player&.female?

  text.gsub!(/\\pg/i,  "")

  text.gsub!(/\\pog/i, "")

  male_text_tag = shadowc3tag(MessageConfig::MALE_TEXT_MAIN_COLOR, MessageConfig::MALE_TEXT_SHADOW_COLOR)

  female_text_tag = shadowc3tag(MessageConfig::FEMALE_TEXT_MAIN_COLOR, MessageConfig::FEMALE_TEXT_SHADOW_COLOR)

  text.gsub!(/\\b/i,   male_text_tag)

  text.gsub!(/\\r/i,   female_text_tag)

  text.gsub!(/\\[Ww]\[([^\]]*)\]/) do

    w = $1.to_s

    if w == ""

      msgwindow.windowskin = nil

    else

      msgwindow.setSkin("Graphics/Windowskins/#{w}", false)

    end

    next ""

  end

  isDarkSkin = isDarkWindowskin(msgwindow.windowskin)

  text.gsub!(/\\c\[([0-9]+)\]/i) do

    next getSkinColor(msgwindow.windowskin, $1.to_i, isDarkSkin)

  end

  loop do

    last_text = text.clone

    text.gsub!(/\\v\[([0-9]+)\]/i) { $game_variables[$1.to_i] }

    break if text == last_text

  end

  loop do

    last_text = text.clone

    text.gsub!(/\\l\[([0-9]+)\]/i) do

      linecount = [1, $1.to_i].max

      next ""

    end

    break if text == last_text

  end

  colortag = ""

  if $game_system && $game_system.message_frame != 0

    colortag = getSkinColor(msgwindow.windowskin, 0, true)

  else

    colortag = getSkinColor(msgwindow.windowskin, 0, isDarkSkin)

  end

  text = colortag + text

  ### Controls

  textchunks = []

  controls = []

  #==========GELA FACE AND NAME 3, ADDING PORTRAIT CATCH, MR, ML , XN===========                                                                             

  while text[/(?:\\(xn|ml|mr|f|ff|ts|cl|me|se|wt|wtnp|ch)\[([^\]]*)\]|\\(g|cn|pt|wd|wm|op|cl|wu|\.|\||\!|\^))/i]

   #==========GELA FACE AND NAME 3, ADDING PORTRAIT CATCH, MR, ML , XN===========

    textchunks.push($~.pre_match)

    if $~[1]

      controls.push([$~[1].downcase, $~[2], -1])

    else

      controls.push([$~[3].downcase, "", -1])

    end

    text = $~.post_match

  end

  textchunks.push(text)

  textchunks.each do |chunk|

    chunk.gsub!(/\005/, "\\")

  end

  textlen = 0

  controls.length.times do |i|

    control = controls[0]

    case control

    when "wt", "wtnp", ".", "|"

      textchunks += "\2"

    when "!"

      textchunks += "\1"

    end

    textlen += toUnformattedText(textchunks).scan(/./m).length

    controls[2] = textlen

  end

  text = textchunks.join

  appear_timer_start = nil

  appear_duration = 0.5   # In seconds

  haveSpecialClose = false

  specialCloseSE = ""

  startSE = nil

  controls.length.times do |i|

    control = controls[0]

    param = controls[1]

    case control

    when "op"

      appear_timer_start = System.uptime

    when "cl"

      text = text.sub(/\001\z/, "")   # fix: '$' can match end of line as well

      haveSpecialClose = true

      specialCloseSE = param

    when "f"

      facewindow&.dispose

      facewindow = PictureWindow.new("Graphics/Pictures/#{param}")

    when "ff"

      facewindow&.dispose

      facewindow = FaceWindowVX.new(param)

    when "ch"

      cmds = param.clone

      cmdvariable = pbCsvPosInt!(cmds)

      cmdIfCancel = pbCsvField!(cmds).to_i

      commands = []

      while cmds.length > 0

        commands.push(pbCsvField!(cmds))

      end

    when "wtnp", "^"

      text = text.sub(/\001\z/, "")   # fix: '$' can match end of line as well

    when "se"

      if controls[2] == 0

        startSE = param

        controls = nil

      end

    end

  end

  if startSE

    pbSEPlay(pbStringToAudioFile(startSE))

  elsif !appear_timer_start && letterbyletter

    pbPlayDecisionSE

  end

  # Position message window

  pbRepositionMessageWindow(msgwindow, linecount)

  if facewindow

    pbPositionNearMsgWindow(facewindow, msgwindow, :left)

    facewindow.viewport = msgwindow.viewport

    facewindow.z        = msgwindow.z

  end

      #==============GELA FACE 4==================================

if facewindowL

    facewindowL.viewport=msgwindow.viewport

    facewindowL.z=msgwindow.z

  end

  if facewindowR

    facewindowR.viewport=msgwindow.viewport

    facewindowR.z=msgwindow.z

    end

  #===============GELA FACE 4======================================

  atTop = (msgwindow.y == 0)

  # Show text

  msgwindow.text = text

  loop do

    if appear_timer_start

      y_start = (atTop) ? -msgwindow.height : Graphics.height

      y_end = (atTop) ? 0 : Graphics.height - msgwindow.height

      msgwindow.y = lerp(y_start, y_end, appear_duration, appear_timer_start, System.uptime)

      appear_timer_start = nil if msgwindow.y == y_end

    end

    controls.length.times do |i|

      next if !controls

      next if controls[2] > msgwindow.position || msgwindow.waitcount != 0

      control = controls[0]

      param = controls[1]

      case control

#===========GELANAME AND FACE 5 =========

      # NEW

        when "xn"

          # Show name box, based on #{param}

          namewindow&.dispose

          namewindow=pbDisplayNameWindow(msgwindow,dark=false,param)

        when "dxn"

          # Show name box, based on #{param}

          namewindow&.dispose

          namewindow=pbDisplayNameWindow(msgwindow,dark=true,param)     

        when "ml" # Mug Shot (Left)

          facewindowL&.dispose

          facewindowL=FaceWindowVXNew.new(param)

          facewindowL.windowskin=nil

          facewindowL.x=6

          facewindowL.y=196

          facewindowL.viewport=msgwindow.viewport

          facewindowL.z=msgwindow.z

        when "mr" # Mug Shot (Right)

          facewindowR&.dispose

          facewindowR=FaceWindowVXNew.new(param)

          facewindowR.windowskin=nil

          facewindowR.x=394

          facewindowR.y=196

          facewindowR.viewport=msgwindow.viewport

          facewindowR.z=msgwindow.z

        when "ff"

          facewindow&.dispose

          facewindow = FaceWindowVX.new(param)

          facewindow.x=320

         facewindow.y=148-32

#==================GELA FACE 5 =======================

      when "f"

        facewindow&.dispose

        facewindow = PictureWindow.new("Graphics/Pictures/#{param}")

        pbPositionNearMsgWindow(facewindow, msgwindow, :left)

        facewindow.viewport = msgwindow.viewport

        facewindow.z        = msgwindow.z

      when "ff"

        facewindow&.dispose

        facewindow = FaceWindowVX.new(param)

        pbPositionNearMsgWindow(facewindow, msgwindow, :left)

        facewindow.viewport = msgwindow.viewport

        facewindow.z        = msgwindow.z

      when "g"      # Display gold window

        goldwindow&.dispose

        goldwindow = pbDisplayGoldWindow(msgwindow)

      when "cn"     # Display coins window

        coinwindow&.dispose

        coinwindow = pbDisplayCoinsWindow(msgwindow, goldwindow)

      when "pt"     # Display battle points window

        battlepointswindow&.dispose

        battlepointswindow = pbDisplayBattlePointsWindow(msgwindow)

      when "wu"

        atTop = true

        msgwindow.y = 0

        pbPositionNearMsgWindow(facewindow, msgwindow, :left)

        if appear_timer_start

          msgwindow.y = lerp(y_start, y_end, appear_duration, appear_timer_start, System.uptime)

        end

      when "wm"

        atTop = false

        msgwindow.y = (Graphics.height - msgwindow.height) / 2

        pbPositionNearMsgWindow(facewindow, msgwindow, :left)

      when "wd"

        atTop = false

        msgwindow.y = Graphics.height - msgwindow.height

        pbPositionNearMsgWindow(facewindow, msgwindow, :left)

        if appear_timer_start

          msgwindow.y = lerp(y_start, y_end, appear_duration, appear_timer_start, System.uptime)

        end

      when "ts"     # Change text speed

        msgwindow.textspeed = (param == "") ? 0 : param.to_i / 80.0

      when "."      # Wait 0.25 seconds

        msgwindow.waitcount += 0.25

      when "|"      # Wait 1 second

        msgwindow.waitcount += 1.0

      when "wt"     # Wait X/20 seconds

        param = param.sub(/\A\s+/, "").sub(/\s+\z/, "")

        msgwindow.waitcount += param.to_i / 20.0

      when "wtnp"   # Wait X/20 seconds, no pause

        param = param.sub(/\A\s+/, "").sub(/\s+\z/, "")

        msgwindow.waitcount = param.to_i / 20.0

        autoresume = true

      when "^"      # Wait, no pause

        autoresume = true

      when "se"     # Play SE

        pbSEPlay(pbStringToAudioFile(param))

      when "me"     # Play ME

        pbMEPlay(pbStringToAudioFile(param))

      end

      controls = nil

    end

    break if !letterbyletter

    Graphics.update

    Input.update

    facewindow&.update

#===================GELA FACE 6 ===============================

        facewindowL&.update

        facewindowR&.update

#===================GELA FACE 6 ===============================

    if autoresume && msgwindow.waitcount == 0

      msgwindow.resume if msgwindow.busy?

      break if !msgwindow.busy?

    end

    if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)

      if msgwindow.busy?

        pbPlayDecisionSE if msgwindow.pausing?

        msgwindow.resume

      elsif !appear_timer_start

        break

      end

    end

    pbUpdateSceneMap

    msgwindow.update

    yield if block_given?

    break if (!letterbyletter || commandProc || commands) && !msgwindow.busy?

  end

  Input.update   # Must call Input.update again to avoid extra triggers

  msgwindow.letterbyletter = oldletterbyletter

  if commands

    $game_variables[cmdvariable] = pbShowCommands(msgwindow, commands, cmdIfCancel)

    $game_map.need_refresh = true if $game_map

  end

  ret = commandProc.call(msgwindow) if commandProc

#======GELANAME 6 ==========

  # NEW

  namewindow&.dispose

  facewindowL&.dispose

  facewindowR&.dispose

 #======GELANAME 6 ==========

  goldwindow&.dispose

  coinwindow&.dispose

  battlepointswindow&.dispose

  facewindow&.dispose

  if haveSpecialClose

    pbSEPlay(pbStringToAudioFile(specialCloseSE))

    atTop = (msgwindow.y == 0)

    y_start = (atTop) ? 0 : Graphics.height - msgwindow.height

    y_end = (atTop) ? -msgwindow.height : Graphics.height

    disappear_duration = 0.5   # In seconds

    disappear_timer_start = System.uptime

    loop do

      msgwindow.y = lerp(y_start, y_end, disappear_duration, disappear_timer_start, System.uptime)

      Graphics.update

      Input.update

      pbUpdateSceneMap

      msgwindow.update

      break if msgwindow.y == y_end

    end

  end

  return ret

end



#===============================================================================

# Message-displaying functions

#===============================================================================

def pbMessage(message, commands = nil, cmdIfCancel = 0, skin = nil, defaultCmd = 0, &block)

  ret = 0

  msgwindow = pbCreateMessageWindow(nil, skin)

  if commands

    ret = pbMessageDisplay(msgwindow, message, true,

                           proc { |msgwndw|

                             next Kernel.pbShowCommands(msgwndw, commands, cmdIfCancel, defaultCmd, &block)

                           }, &block)

  else

    pbMessageDisplay(msgwindow, message, &block)

  end

  pbDisposeMessageWindow(msgwindow)

  Input.update

  return ret

end



def pbConfirmMessage(message, &block)

  return (pbMessage(message, [_INTL("Yes"), _INTL("No")], 2, &block) == 0)

end



def pbConfirmMessageSerious(message, &block)

  return (pbMessage(message, [_INTL("No"), _INTL("Yes")], 1, &block) == 1)

end



def pbMessageChooseNumber(message, params, &block)

  msgwindow = pbCreateMessageWindow(nil, params.messageSkin)

  ret = pbMessageDisplay(msgwindow, message, true,

                         proc { |msgwndw|

                           next pbChooseNumber(msgwndw, params, &block)

                         }, &block)

  pbDisposeMessageWindow(msgwindow)

  return ret

end



def pbShowCommands(msgwindow, commands = nil, cmdIfCancel = 0, defaultCmd = 0)

  return 0 if !commands

  cmdwindow = Window_CommandPokemonEx.new(commands)

  cmdwindow.z = 99999

  cmdwindow.visible = true

  cmdwindow.resizeToFit(cmdwindow.commands)

  pbPositionNearMsgWindow(cmdwindow, msgwindow, :right)

  cmdwindow.index = defaultCmd

  command = 0

  loop do

    Graphics.update

    Input.update

    cmdwindow.update

    msgwindow&.update

    yield if block_given?

    if Input.trigger?(Input::BACK)

      if cmdIfCancel > 0

        command = cmdIfCancel - 1

        break

      elsif cmdIfCancel < 0

        command = cmdIfCancel

        break

      end

    end

    if Input.trigger?(Input::USE)

      command = cmdwindow.index

      break

    end

    pbUpdateSceneMap

  end

  ret = command

  cmdwindow.dispose

  Input.update

  return ret

end



def pbShowCommandsWithHelp(msgwindow, commands, help, cmdIfCancel = 0, defaultCmd = 0)

  msgwin = msgwindow

  msgwin = pbCreateMessageWindow(nil) if !msgwindow

  oldlbl = msgwin.letterbyletter

  msgwin.letterbyletter = false

  if commands

    cmdwindow = Window_CommandPokemonEx.new(commands)

    cmdwindow.z = 99999

    cmdwindow.visible = true

    cmdwindow.resizeToFit(cmdwindow.commands)

    cmdwindow.height = msgwin.y if cmdwindow.height > msgwin.y

    cmdwindow.index = defaultCmd

    command = 0

    msgwin.text = help[cmdwindow.index]

    msgwin.width = msgwin.width   # Necessary evil to make it use the proper margins

    loop do

      Graphics.update

      Input.update

      oldindex = cmdwindow.index

      cmdwindow.update

      msgwin.text = help[cmdwindow.index] if oldindex != cmdwindow.index

      msgwin.update

      yield if block_given?

      if Input.trigger?(Input::BACK)

        if cmdIfCancel > 0

          command = cmdIfCancel - 1

          break

        elsif cmdIfCancel < 0

          command = cmdIfCancel

          break

        end

      end

      if Input.trigger?(Input::USE)

        command = cmdwindow.index

        break

      end

      pbUpdateSceneMap

    end

    ret = command

    cmdwindow.dispose

    Input.update

  end

  msgwin.letterbyletter = oldlbl

  pbDisposeMessageWindow(msgwin) if !msgwindow

  return ret

end



# frames is the number of 1/20 seconds to wait for

def pbMessageWaitForInput(msgwindow, frames, showPause = false)

  return if !frames || frames <= 0

  msgwindow.startPause if msgwindow && showPause

  timer_start = System.uptime

  loop do

    Graphics.update

    Input.update

    msgwindow&.update

    pbUpdateSceneMap

    yield if block_given?

    break if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)

    break if System.uptime - timer_start >= frames / 20.0

  end

  msgwindow.stopPause if msgwindow && showPause

end



def pbFreeText(msgwindow, currenttext, passwordbox, maxlength, width = 240)

  window = Window_TextEntry_Keyboard.new(currenttext, 0, 0, width, 64)

  ret = ""

  window.maxlength = maxlength

  window.visible = true

  window.z = 99999

  pbPositionNearMsgWindow(window, msgwindow, :right)

  window.text = currenttext

  window.passwordChar = "*" if passwordbox

  Input.text_input = true

  loop do

    Graphics.update

    Input.update

    if Input.triggerex?(:ESCAPE)

      ret = currenttext

      break

    elsif Input.triggerex?(:RETURN)

      ret = window.text

      break

    end

    window.update

    msgwindow&.update

    yield if block_given?

  end

  Input.text_input = false

  window.dispose

  Input.update

  return ret

end



def pbMessageFreeText(message, currenttext, passwordbox, maxlength, width = 240, &block)

  msgwindow = pbCreateMessageWindow

  retval = pbMessageDisplay(msgwindow, message, true,

                            proc { |msgwndw|

                              next pbFreeText(msgwndw, currenttext, passwordbox, maxlength, width, &block)

                            }, &block)

  pbDisposeMessageWindow(msgwindow)

  return retval

end
 

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
510
The messages script apparently had some changes in v21, so I went through it and used it to update the script. Didn't fully test all the writing options so there may be some issues, though stuff like text delays seem to be way faster for whatever reason. Might be something inherent to v21.

You are amazing man, thank you! I will make sure to update the resource with it as soon as I can. If anyone is able to further test it ( just to be sure before I update it) please do! I have very little time :'(
 

ardicoozer

Cooltrainer
Member
Joined
Sep 29, 2020
Posts
173
I have followed every instalation steps, but
\xn[name]test
not working in my project...
But, in older version this scripts everything fine..
[Essentials v20.1]
 
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