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Portraits and nameboxes

Resource Portraits and nameboxes 1.0

Queenvespi

Novice
Member
Joined
Feb 7, 2021
Posts
12
Is it really necessary to use \portrait? You could simply use the script to show the header and rainfalls portraits for the image. If that works I mean.
 

PowermonTrainerLeafhead

Novice
Member
Joined
Sep 16, 2024
Posts
17
Is it really necessary to use \portrait? You could simply use the script to show the header and rainfalls portraits for the image. If that works I mean.
Ah so this is the reason why I moved from Rainefall to your script--Rainefall was having issues with handling images larger than the preferred size (specifically they would appear underneath the text box).
I just removed Rainefall to see if it was a compatibility issue and it seems like it wasn't--I'm still having the same issue.
 

PowermonTrainerLeafhead

Novice
Member
Joined
Sep 16, 2024
Posts
17
Is it really necessary to use \portrait? You could simply use the script to show the header and rainfalls portraits for the image. If that works I mean.
I've modified the original pbMessageDisplay script by incorporating your header command and it works for my purposes! Basically, I call "\f" for the portrait and "\header" for the header, and it works! They do not overlap either, which is good, it seems like they naturally move to fit. The only issue now then is that I don't have full control over where they are on screen, but at the moment that isn't a huge issue and I can get back to that later.
Ruby:
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#===============================================================================
# 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
  commands = nil
  facewindow = nil
  goldwindow = nil
  coinwindow = nil
  battlepointswindow = nil
  cmdvariable = 0
  headerwindow = nil  # To display the header (name)
  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
#  gsubPN(text) if defined?(gsubPN) # Added for Multiple Protagonists Plugin
  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 = []
  while text[/(?:\\(f|ff|ts|cl|header|me|se|wt|wtnp|ch)\[([^\]]*)\]|\\(g|cn|pt|wd|wm|op|cl|wu|\.|\||\!|\^))/i]
    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)
    # Add the "header" handling here
    when "header"   # Display namebox
      headerwindow&.dispose
      headerwindow = Window_AdvancedTextPokemon.new(param)
      headerwindow.setSkin("Graphics/Windowskins/goldskin")
      headerwindow.resizeToFit(headerwindow.text, Graphics.width)
      headerwindow.viewport = msgwindow.viewport
      headerwindow.z = msgwindow.z - 1  # Ensure header window is below the choice window
      # Position the header window opposite the portrait window
      if facewindow && facewindow.x == 0
        headerwindow.x = Graphics.width - headerwindow.width
      else
        headerwindow.x = Graphics.width - headerwindow.width
      end
      headerwindow.y = msgwindow.y - headerwindow.height
      headerwindow.visible = true
    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
  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
      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 "header"   # Display namebox
        headerwindow&.dispose
        headerwindow = Window_AdvancedTextPokemon.new(param)
        headerwindow.setSkin("Graphics/Windowskins/goldskin")
        headerwindow.resizeToFit(headerwindow.text, Graphics.width)
        headerwindow.viewport = msgwindow.viewport
        headerwindow.z = msgwindow.z + 1  # Ensure header window is above the message window
        
        # Position the header window relative to the portrait
        if facewindow && facewindow.x == 0
          headerwindow.x = facewindow.width
        else
          headerwindow.x = 0
        end
        
        # Adjust header window's y-position to be above the message window
        headerwindow.y = msgwindow.y - headerwindow.height
        headerwindow.visible = true
      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
    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
  goldwindow&.dispose
  coinwindow&.dispose
  battlepointswindow&.dispose
  facewindow&.dispose
  headerwindow&.dispose  # Dispose of the header window
  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
 
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