#------------------------------------------------------------------------------- # Message Box Icons [XP] # by mjshi. OK for use in any project. #------------------------------------------------------------------------------- # Edits to Window_Message to draw icons for items/weapons/armors. # Will conflict with other message window scripts that deal with escape codes. #------------------------------------------------------------------------------- # Use the following escape codes in the message box. # These are not case-sensitive. (so \I[2] = \i[2]) # # \*[id] draws the icon of the item # \I[id] draws the icon as well as the name of the item # \W*[id] draws the icon of a weapon # \W[id] draws the icon as well as the name of the weapon # \A*[id] draws the icon of an armor # \A[id] draws the icon as well as the name of the armor #------------------------------------------------------------------------------- class Window_Message def refresh self.contents.clear self.contents.font.color = normal_color x = y = 0 @cursor_width = 0 # Indent if choice if $game_temp.choice_start == 0 x = 8 end # If waiting for a message to be displayed if $game_temp.message_text != nil text = $game_temp.message_text # Control text processing begin last_text = text.clone text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } end until text == last_text text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end # Change "\\\\" to "\000" for convenience text.gsub!(/\\\\/) { "\000" } # Change "\\C" to "\001" and "\\G" to "\002" text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } # item icon display text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\003[#{$1}]" } text.gsub!(/\\\*\[([0-9]+)\]/) { "\004[#{$1}]" } # weapon icon display text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\005[#{$1}]" } text.gsub!(/\\[Ww]\*\[([0-9]+)\]/) { "\006[#{$1}]" } # armor icon display text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\007[#{$1}]" } text.gsub!(/\\[Aa]\*\[([0-9]+)\]/) { "\010[#{$1}]" } # Get 1 text character in c (loop until unable to get text) while ((c = text.slice!(/./m)) != nil) # If \\ if c == "\000" # Return to original text c = "\\" end # If \C[n] if c == "\001" # Change text color text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end # go to next text next end # If \G if c == "\002" # Make gold window if @gold_window == nil @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end # go to next text next end # If new line text if c == "\n" # Update cursor width if choice if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end # Add 1 to y y += 1 x = 0 # Indent if choice if y >= $game_temp.choice_start x = 8 end # go to next text next end if c == "\003" text.match(/\[([0-9]+)\]/) id = $1.to_i name = $data_items[id].name text.sub!(/\[([0-9]+)\]/, name) bitmap = RPG::Cache.icon($data_items[id].icon_name) self.contents.blt(x, y * 32 + 2, bitmap, Rect.new(0, 0, 24, 24)) x += 24 next end if c == "\004" text.sub!(/\[([0-9]+)\]/, "") id = $1.to_i bitmap = RPG::Cache.icon($data_items[id].icon_name) self.contents.blt(x, y * 32 + 2, bitmap, Rect.new(0, 0, 24, 24)) x += 24 next end if c == "\005" text.match(/\[([0-9]+)\]/) id = $1.to_i name = $data_weapons[id].name text.sub!(/\[([0-9]+)\]/, name) bitmap = RPG::Cache.icon($data_weapons[id].icon_name) self.contents.blt(x, y * 32 + 2, bitmap, Rect.new(0, 0, 24, 24)) x += 24 next end if c == "\006" text.sub!(/\[([0-9]+)\]/, "") id = $1.to_i bitmap = RPG::Cache.icon($data_weapons[id].icon_name) self.contents.blt(x, y * 32 + 2, bitmap, Rect.new(0, 0, 24, 24)) x += 24 next end if c == "\007" text.match(/\[([0-9]+)\]/) id = $1.to_i name = $data_armors[id].name text.sub!(/\[([0-9]+)\]/, name) bitmap = RPG::Cache.icon($data_armors[id].icon_name) self.contents.blt(x, y * 32 + 2, bitmap, Rect.new(0, 0, 24, 24)) x += 24 next end if c == "\010" text.sub!(/\[([0-9]+)\]/, "") id = $1.to_i bitmap = RPG::Cache.icon($data_armors[id].icon_name) self.contents.blt(x, y * 32 + 2, bitmap, Rect.new(0, 0, 24, 24)) x += 24 next end # Draw text self.contents.draw_text(4 + x, 32 * y, 40, 32, c) # Add x to drawn text width x += self.contents.text_size(c).width end end # If choice if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # If number input if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end end