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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

ardicoozer

Cooltrainer
Member
Joined
Sep 29, 2020
Posts
180
You don't have to reply to me to let me know you're going to check later. It's not like I'd refuse to help if you didn't respond within a certain timeframe, and a status update that's just "I'll find out later" isn't giving any new information.
I'm done check every plugins what I used,
Last time....I have add,

• Hgss Pokegear and Options theme plugins
• Storage System' Utilities
• Unown Report
• Braille Book

Yeah, that's it.
because, I haven't update v20 Mr. Gela and namebox plugin and I just update it to the current version and it's happening

Ah yes in latest version,

Around line 1262 in this plugins,
In older version
Code:
Expand Collapse Copy
 When "xn"
#comment
namewindow.dispose if namewindow
namewindow=pbDisplayNameWindow(msgwindow,dark=true,param)

In latest version ,
Code:
Expand Collapse Copy
 When "xn"
#comment
namewindow.dispose
namewindow=pbDisplayNameWindow(msgwindow,dark=true,param)

I can't find
Code:
Expand Collapse Copy
if namewindow
in latest version
 
Last edited:

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
511
I can't find
Code:
Expand Collapse Copy
if namewindow
in latest version
Can you please be more specific? What is the version you are using (Essentials) and what is the script version you are using?
 

ardicoozer

Cooltrainer
Member
Joined
Sep 29, 2020
Posts
180
I see, so are you getting a crash, is it not working?
Yeah for latest version, just command for
Code:
Expand Collapse Copy
\xn
not working
For V2 version I getting crash with pbFreeMessagesText because this section in V2 version is missing
 

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
511
Yeah for latest version, just command for
Code:
Expand Collapse Copy
\xn
not working
For V2 version I getting crash with pbFreeMessagesText because this section in V2 version is missing
I see, thank you. Sadly I don't have the time to fix that right now. I will be very busy for the upcoming couple of months. If anyone can combine the newest version of Mr. Gela's name windows with the existing scripts for v.20.1, and v21, it'd be of great help, otherwise I'd ask you to wait.
 

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
511
I can confirm that it works on v21, but it's been a while since I last looked. I'll post an update when I find the time, but I believe v20s instructions will work.
 

VoxITH

Trainer
Member
Joined
Dec 22, 2021
Posts
92
I can confirm that it works on v21, but it's been a while since I last looked. I'll post an update when I find the time, but I believe v20s instructions will work.

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

[2023-10-17 09:04:55 +0200]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.3]

Exception: NameError
Message: uninitialized constant MessageTypes::MapNames

Backtrace:
Gela Portraits:353:in `pbGetMapNameFromId'
UI_Load:85:in `refresh'
UI_Load:26:in `initialize'
UI_Load:109:in `new'
UI_Load:109:in `block in pbStartScene'
UI_Load:108:in `times'
UI_Load:108:in `pbStartScene'
UI_Load:303:in `pbStartLoadScreen'
Main:6:in `main'
Main:35:in `mainFunctionDebug'

Apparently, it doesn't work anymore... do you know how can i fix this?
 

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
511
=================

[2023-10-17 09:04:55 +0200]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.3]

Exception: NameError
Message: uninitialized constant MessageTypes::MapNames

Backtrace:
Gela Portraits:353:in `pbGetMapNameFromId'
UI_Load:85:in `refresh'
UI_Load:26:in `initialize'
UI_Load:109:in `new'
UI_Load:109:in `block in pbStartScene'
UI_Load:108:in `times'
UI_Load:108:in `pbStartScene'
UI_Load:303:in `pbStartLoadScreen'
Main:6:in `main'
Main:35:in `mainFunctionDebug'

Apparently, it doesn't work anymore... do you know how can i fix this?
You need to follow the steps on how to manually update it - the same applies for all versions. I will try to get a ready-made V21 version up soon, though.
 

kingdomharms

Novice
Member
Joined
Aug 29, 2023
Posts
33
I'm using the v20 script and it looks like customizing the color of the text doesn't work? I tried the defaults \xna and \xnb and they just didn't work at all. Using a custom color for example \xn[Name,a793c6] just makes the name window show "Name,a793c6" instead of coloring the text.
 

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
511
I'm using the v20 script and it looks like customizing the color of the text doesn't work? I tried the defaults \xna and \xnb and they just didn't work at all. Using a custom color for example \xn[Name,a793c6] just makes the name window show "Name,a793c6" instead of coloring the text.
This is among what "limited functionality" of the Name script refers to in the description. I will try to implement this for the next update for v21, possibly for older versions too.
 

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
511
Hello, is there a 21.1 version of this script?
Hello, I am really busy these days, and it's been a while since I last used my brain, but please try this out and see if it works.

Note that this version of the script is directly from my own game for v21, and some configs might be different (I dont really remember)

It has a section for ENLS text skip, and it expects the namebox (window graphic) to be called "nmbx".

If it works, please respond so I can give it a further look and post it.

WARNING: The portrait positioning is for a widescreen resolution, so you'd have to check the older version of the script, and use those values in the X and Y positioning section. You might also have to remove "speechbubble" as it's referring to another script.


Messages and Portraits Script v21:
Expand Collapse Copy
#This is an adaptation of Mr.Gela's Portrait and Namebox Scripts combined
# for 21.1
#Please give credit to Mr.Gela, Golisopod User, mej71 and battlelegendblue
#if used!
#=========================================
#The script supports full portrait functionality
#but 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.
#Sections with Gela's additions have been marked, as well as
#anything that has been manually changed.
#===========GELANAME0===========
# SHIFT NAMEWINDOW IN X AXIS (except when specifying a particular X location)
OFFSET_NAMEWINDOW_X=0
# SHIFT NAMEWINDOW IN Y AXIS (except when specifying a particular Y location)
OFFSET_NAMEWINDOW_Y=20
# 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 Green Narrow" # "Power Clear", etc.
# DEFAULT FONT SIZE
#DEFAULT_FONT_SIZE=24
# DEFAULT WINDOWSKIN (nil = based on the currently displayed message windowskin)
# (File inside Graphics/Windowskins/)
DEFAULT_WINDOWSKIN="nmbx"
# Name of namebox file is nmbx. Simply add Gela's Namebox Graphic from his
#original resource into your #windowskins folder, and name it "nmbx".
#===========GELANAME0===========     

#-------------------------------------------------------------------------------
# Configurations for ENLS Text Skip
#-------------------------------------------------------------------------------
# Text Skipping is Allowed (Default = true)
ALLOW_TEXT_SKIP = true
# Even if you type false here, you can enable text skipping in-game
# with $PokemonSystem.text_skip
# Example: $PokemonSystem.text_skip = true (Allows the player to text skip)

# Button used for Text Skipping (Default = Input::BACK)
TEXT_SKIP_BUTTON = Input::BACK
# Possible Inputs:
# Input::USE, Input::BACK, Input::ACTION, Input::JUMPUP, Input::JUMPDOWN,
#Input::SPECIAL, Input::AUX1, Input::AUX2


#===============================================================================
#
#===============================================================================
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 @initialNumber.clamp(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 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 = Bitmap.new(96, 96)  #@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
    @facebitmaptmp=AnimatedPortraitBitmap.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 > 3
      @facebitmaptmp.update
      @facebitmap.blt(0, 0, @facebitmaptmp.bitmap,
                      Rect.new((@faceIndex % 4) * 96, (@faceIndex / 4) * 160, 160, 160))
    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.try_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

#=======GELANAME1==============
 
# 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("Graphics/Windowskins/nmbx")    #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                             
#=======GELANAME1==============                     
#===============================================================================
#
#===============================================================================
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)
 
  #========================================
  arrow = nil
  if $game_temp.speechbubble_bubble==2 && $game_map.events[$game_temp.speechbubble_talking] != nil # Message window set to floating bubble.
    if $game_player.direction==8 # Player facing up, message window top.
      $game_temp.speechbubble_vp = Viewport.new(0, 104, Graphics.width, 280)
      $game_temp.speechbubble_vp.z = 999999
      arrow = Sprite.new($game_temp.speechbubble_vp)
      arrow.x = $game_map.events[$game_temp.speechbubble_talking].screen_x - Graphics.width
      arrow.y = ($game_map.events[$game_temp.speechbubble_talking].screen_y - Graphics.height) - 136
      arrow.z = 999999
      arrow.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/","Arrow4")
      arrow.zoom_x = 2
      arrow.zoom_y = 2
      if arrow.x<-230
        arrow.x = $game_map.events[$game_temp.speechbubble_talking].screen_x
        arrow.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/","Arrow3")
      end
    else # Player facing left, down, right, message window bottom.
      $game_temp.speechbubble_vp = Viewport.new(0, 0, Graphics.width, 280)
      $game_temp.speechbubble_vp.z = 999999
      arrow = Sprite.new($game_temp.speechbubble_vp)
      arrow.x = $game_map.events[$game_temp.speechbubble_talking].screen_x
      arrow.y = $game_map.events[$game_temp.speechbubble_talking].screen_y
      arrow.z = 999999
      arrow.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/","Arrow1")
      if arrow.y>=Graphics.height-120 # Change arrow direction.
        $game_temp.speechbubble_outofrange=true
        $game_temp.speechbubble_vp.rect.y+=104
        arrow.x = $game_map.events[$game_temp.speechbubble_talking].screen_x - Graphics.width
        arrow.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/","Arrow4")
        arrow.y = ($game_map.events[$game_temp.speechbubble_talking].screen_y - Graphics.height) - 136
        if arrow.x<-250
          arrow.x = $game_map.events[$game_temp.speechbubble_talking].screen_x
          arrow.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/","Arrow3")
        end
        if arrow.x>=256
          arrow.x-=15# = $game_map.events[$game_temp.speechbubble_talking].screen_x-Graphics.width
          arrow.bitmap = RPG::Cache.load_bitmap("Graphics/Pictures/","Arrow3")
        end
      else
        $game_temp.speechbubble_outofrange=false
      end
      arrow.zoom_x = 2
      arrow.zoom_y = 2
    end
  end
$game_temp.speechbubble_arrow = arrow
  #==========================================
 
 
  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
  #======================================
  $game_temp.speechbubble_arrow.dispose if $game_temp.speechbubble_arrow
  $game_temp.speechbubble_vp.dispose if $game_temp.speechbubble_vp
#=======================================
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, BASICALLY MR, ML           
  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, BASICALLY MR, ML   
    textchunks.push($~.pre_match)
    if $~[1]
      controls.push([$~[1].downcase, $~[2], -1])
    else
      controls.push([$~[3].downcase, "", -1])
    end
    text = $~.post_match
  end
  textchunks.push(text)
  textchunks.each do |chunk|
    chunk.gsub!(/\005/, "\\")
  end
  textlen = 0
  controls.length.times do |i|
    control = controls[i][0]
    case control
    when "wt", "wtnp", ".", "|"
      textchunks[i] += "\2"
    when "!"
      textchunks[i] += "\1"
    end
    textlen += toUnformattedText(textchunks[i]).scan(/./m).length
    controls[i][2] = textlen
  end
  text = textchunks.join
  appear_timer_start = nil
  appear_duration = 0.5   # In seconds
  haveSpecialClose = false
  specialCloseSE = ""
  startSE = nil
  controls.length.times do |i|
    control = controls[i][0]
    param = controls[i][1]
    case control
    when "op"
      appear_timer_start = System.uptime
    when "cl"
      text = text.sub(/\001\z/, "")   # fix: '$' 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[i][2] == 0
        startSE = param
        controls[i] = 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[i]
      next if controls[i][2] > msgwindow.position || msgwindow.waitcount != 0
      control = controls[i][0]
      param = controls[i][1]
      case control
#===========GELA NAME 4 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=56  #8    #22  #42, final 56
          facewindowL.y=158-32 #158 without bubblescript, 146 with bubblescript
          facewindowL.viewport=msgwindow.viewport
          facewindowL.z=msgwindow.z
        when "mr" # Mug Shot (Right)
          facewindowR&.dispose
          facewindowR=FaceWindowVXNew.new(param)
          facewindowR.windowskin=nil
          facewindowR.x=448 #320 SD  #432 HSD  #562 wide, smaller 542, final 472
          facewindowR.y=158-32 #158 without bubblescript, 146 with bubblescript
          facewindowR.viewport=msgwindow.viewport
          facewindowR.z=msgwindow.z
        when "ff"
          facewindow&.dispose
          facewindow = FaceWindowVX.new(param)
          facewindow.x=320
         facewindow.y=148-32
#==================GELA NAME 4 and 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[i] = 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)
      if msgwindow.busy?
        pbPlayDecisionSE if msgwindow.pausing?
        msgwindow.resume
      elsif !appear_timer_start
        break
      end
    end
  
#=============########## ENLS Text Skipping #######################
    if $PokemonSystem.text_skip
      if Input.press?(TEXT_SKIP_BUTTON) && !$game_switches[66]
        msgwindow.textspeed=-999
        #msgwindow.update
        if msgwindow.busy?
          pbPlayDecisionSE() if msgwindow.pausing?
          msgwindow.resume
        elsif !appear_timer_start
          break
        end
      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
#======GELA NAME 5 ==========
   # NEW
    namewindow&.dispose
    facewindowL&.dispose
    facewindowR&.dispose
 #======GELA NAME 5 ==========         
  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

#=================ENLS TEXT SKIP============================
#============================================================

#-------------------------------------------------------------------------------
# Attribute in PokemonSystem to save if text skip is enabled in save file
#-------------------------------------------------------------------------------
class PokemonSystem
    attr_writer :text_skip

    def text_skip
        @text_skip = ALLOW_TEXT_SKIP if !@text_skip
        return @text_skip
    end
end
#=================ENLS TEXT SKIP============================
#============================================================

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