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Тема: Поиск скриптов

  1. #631

    По умолчанию

    Ребят а нет некакого скрипта для прокачки оружия.
    Ну например.
    Оружие получает опыт или что нить вроде этого.

  2. #632
    Новичок Аватар для Po4ka
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    03.04.2012
    Адрес
    Новосибирск
    Сообщений
    6
    Репутация: 0 Добавить или отнять репутацию

    По умолчанию

    Привет, может кто подсказать где можно найти скрип: Суть в том, чтобы при получение уровня можно было выбрать 1 из X способностей? add:на VX Ace
    Последний раз редактировалось Po4ka; 04.04.2012 в 23:39.

  3. #633

    По умолчанию

    Здрасте всем, я нуб, работаю в VX, пока делаю все стандартным набором, но нужен скрипт, который меняет диалоговое окно, или хотя бы скрипт, который будет показывать портрет текущего пероснажа, чем проще тем лучше.

    ЗЫ посоветуйте ПРОСТУЮ интересную боевку и с чего начать систему освещения ?

    спасибо заранее ))

  4. #634
    Хранитель Аватар для Темный
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    13.05.2011
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    По умолчанию

    так скрипт для сообщение для простой вехи называеться нео система мессанжер 3 и выше.
    боевка легкая к освоению такентай.
    скрипт на освещение щас посмотрю



  5. #635
    Хранитель Аватар для Темный
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    По умолчанию

    Код:
    #===============================================================
    # + [VX] [ NMS - Neo Message System 3.0 Beta ] +
    #--------------------------------------------------------------
    # >> by Woratana [woratana@hotmail.com]
    # >> Thaiware RPG Maker Community
    # >> Special Thanks: Mako, Yatzumo, Straycat, Erzengel, RPG,
    # Dubalex, Modern Algebra, Equilibrium Keeper
    #--------------------------------------------------------------
    # Released on: 07/06/2008 (D-M-Y)
    #--------------------------------------------------------------
    # Include: NEO-FACE SYSTEM ADVANCE (Version 3.0) by Woratana
    #===============================================================
    # Note:
    # - This script started when VX English is not coming out yet,
    # so some of comments here are still be Japanese :)
    # - This script is included newest version of Neo-Face System,
    # so you have to remove old Neo-Face System if you have it.
    
    =begin
    =============================================
    + NMS 3 Beta + [07/06/2008]
    - Add 'Text Remove List'
    - Change window size & position temporarily
    - You can now call script:
    $game_message.create_nms_data
    to reset NMS data or create NMS data for old save file
    - Fixed bug for write actor's class name
    - Fixed bug for out-of-screen name box
    - Add NAMEBOX_Y_PLUS_TOP to fix out-of-screen name box when show message on Top
    - Set name box's opacity for different types of message background
    - Auto fix if message window is out of screen
    - You can draw new face while message is running, and also set new face size
    =============================================
    =============================================
    + NMS 2.3 + [11/03/2008 - 06/04/2008]
    - Remove Color for [WRITE TEXT] features
    - 'Quick Text' feature
    - Animated Face
    - Play SE/ME
    - Typing Sound
    - Scroll Text Vertically and Horizontally
    - Auto-cut text (Not work perfectly)
    - Hex Color (Special Thanks: RPG & Erzengel)
    - Pop Message (Work in Progress)
    - Add the script code in comment of some settings,
    so user can change it in game by call script.
    =============================================
    =============================================
    + NMS 2.1 + [11/03/2008]: Fixed Name Box Bug
    =============================================
    =====================================
         + NMS 2.0 FEATURES LIST +
    =====================================
    Use these features in message box
    ----------------------------------
    >> NMS MESSAGE FEATURES
    ----------------------------------
    --------------------------
    >> [SPECIAL CALL] PART
    --------------------------
    \ce[Common Event ID] << Run Common Event immediately
    
    \ani[Animation ID] << Show Animation on 'This Event'
    \bal[Balloon ID] << Show Ballon on 'This Event'
    
    * Note: This Event = Event that show this message
    
    --------------------------
    >> [MESSAGE WINDOW] PART
    --------------------------
    * temporary properties will be using only one time
    \wx[x]        << Set temporary X to x
    \wy[y]        << Set temporary Y to y
    \ww[width]    << Set temporary Width to width
    \wh[height]   << Set temporary Height to height
    
    ----------------------------------------
    >> +[ POP TEXT ]+
    ----------------------------------------
    Pop text is the message box that will show over character
    and has size equal to message size
    
    You can call pop text by put this in message
    \p[character]
    
    * character: Character you want to show message box over~
    0 for Player
    -1 for This Event
    1 or more for that event ID
    
    ----------------------------------------
    >> +[ QUICK TEXT ]+ a.k.a. Shortcut
    ----------------------------------------
    Add & Call your very long text (or) text that you use many times by shortcut.
    You can put special syntax in it, e.g. 'Welcome to \c[10]Syria Village\c[0]
    
    $nms.qt[Quick Text ID] = 'Text you want' << Add Quick Text
    
    \qt[Quick Text ID] << Call Quick Text from message box
    
    --------------------------
    >> [DRAW IMAGE] PART
    --------------------------
    \dw[weapon ID] << Draw Weapon Icon + Weapon Name
    \da[armor ID]  << Draw Armor Icon + Armor Name
    \di[item ID]   << Draw Item Icon + Item Name
    \ds[skill ID]  << Draw Skill Icon + Skill Name
    
    \ic[icon ID]   << Draw Icon
    
    \dp[image_name] << Draw Image from folder 'System'
    
    --------------------------
    >> [WRITE TEXT] PART
    --------------------------
    \map                         << Write Map Name
    
    \nc[actor ID]                << Write Class of Actor
    \np[1 to 4 (order in party)] << Write Name of actor in that order
    \nm[monster ID]              << Write Monster Name
    \nt[troop ID]                << Write Troop Name
    
    \nw[weapon ID]               << Write Weapon Name
    \na[armor ID]                << Write Armor Name
    \ns[skill ID]                << Write Skill Name
    \ni[item ID]                 << Write Item Name
    \price[item ID]              << Write Item Price
    
    --------------------------
    >> [TEXT EFFECT] PART
    --------------------------
    \fn[Font Name] (or) << Change Font Name
    \fs[Font Size] << Change Font Size
    \delay[Delay]  << Change text Delay per letter (in frame, 60 frames = about 1 sec)
    
    \ref           << Reset Font Name
    \res           << Reset Font Size
    \red           << Reset text Delay
    
    \b             << Turn on/off BOLD text
    \i             << Turn on/off ITALIC text
    \sh            << Turn on/off SHADOW text
    \lbl           << Turn on/off LETTER-BY-LETTER Mode (default is ON)
    
    --------------------------
    >> [NAME BOX & FACE] PART
    --------------------------
    \nb[Name]  << Show Name Box in current message window
    
    \rnb[Name] (or) $nms._name = 'Name' << Repeat Name Box:
    Name Box with this name will show again and again in next messages
    unless there is \nb[Name] in that message, or you've stop this option by type \rnb[]
    
    \sd[side] (or) $nms.side = side << Change Face Side:
    (0: Left Side Normal Face | -1: Right Side Normal Face)
    (1: Left Side Neo Face | 2: Right Side Neo Face)
    
    $nms.color = [Red,Green,Blue] << Change Name Text Color:
    Put RGB Color in, e.g. [255,100,200]
    
    \fa[face_file_name, face_index] (or) \fa[face_file_name, face_index, new_side]
    << Draw new face while message is running~
    face_file_name: Face image's name
    face_index:     Index of the face in image (0 - 7)
    new_side:       Face side you want to change to
    
    --------------------------
    >> [SOUND] PART
    --------------------------
    \se[filename]   << Play SE
    \me[filename]   << Play ME
    \bgm[filename]  << Play BGM
    
    \typ            << Turn on/off typing sound
    
    --------------------------
    >> [Misc.] PART
    --------------------------
    \cb           << Turn on/off cancel skip text feature (Player can/can't press [Enter] to skip text)
    \nl           << Start new line
    \sc[x]        << Create blank space x pixel
    \w[x]         << Wait x frames
    \c[#XXXXXX]   << Use Hex Color for text
    
    ----------------------------------
    >> VX DEFAULT MESSAGE FEATURES
    ----------------------------------
    \v[variable ID] << Write value from variable
    \n[actor ID]    << Write actor's name
    \c[color ID]    << Change text color (Color ID is from Down-right corner in Windowskin)
    \g              << Show gold window
    \.              << Wait 15 frames (about 1/4 sec)
    \|              << Wait 60 frames (about 1 sec)
    \!              << Wait for player to press button to continue message
    \>              << Skip letter-by-letter in current line
    \<              << Stop 'skip letter-by-letter' in current line
    \^              << Close message box immediately
    \\              << Write '\'
    
    =end
    class Window_Base
      
      #---------------------------------
      # [START] SETUP SCRIPT PART
      #-------------------------------
      #---------------------------------
      # ? MESSAGE SYSTEM
      #-------------------------------
      NMS_FONT_NAME = "ArbatDi" # Default Font Name
      NMS_FONT_SIZE = 20 # Default Font Size
      
      # COLOR_ID is from Windowskin image in down-right corder
      NMS_ITEM_NAME_COLOR_ID = 5 
      NMS_WEAPON_NAME_COLOR_ID = 10
      NMS_ARMOR_NAME_COLOR_ID = 4
      NMS_SKILL_NAME_COLOR_ID = 2
      
      NMS_DELAY_PER_LETTER = 0 # Delay between letter when showing text letter-by-letter
      # Delay is in frame, 60 frames = 1 second
      # $nms.text_delay = (number)
      
      TEXT_X_PLUS = 0 # Move Text Horizontally
      CHOICE_INPUT_X_PLUS = 0
      # Move Choices Text and Input Number Text Horizontally
      
      # [NEW SETTING] #
      NMS_MSGWIN_X = 0 # Default Message Window X
      # $nms.msg_x = (number)
      
      NMS_MSGWIN_WIDTH = 544 # Default Message Window Width
      # $nms.msg_w = (number)
      NMS_MSGWIN_MIN_HEIGHT = 128 # Default & Minimum Message Window Height
      # $nms.msg_h_user = (number)
      
      NMS_MAX_LINE = 4 # Max Message Lines to display per page
      # $nms.max_line = (number)
      NMS_GET_NEXT_LINE = false # Get messages from next message command, if box is not full
      # $nms.next_msg = true/false
      
      NMS_MSG_BACK = "MessageBack" # Message Back Image File Name (For 'Dim Background' Message)
      # (Must be in folder 'System')
      # $nms.mback = 'Image Name'
      NMS_MSG_BACK_OPACITY = 255 # message Back's Opacity
      # $nms.mback_opac = (0 - 255)
      
      NMS_TEXT_SCROLL = false # Use Vertical Text Scroll?
      # $nms.txt_scrl = true/false
      
      NMS_TEXT_AUTO_CUT = false # Text will automatically start new line if that line is full
      # (Some bug, it may cut in the middle of word..)
      # $nms.txt_cut = true/false
      
      NMS_TEXT_AUTO_SCROLL_HORIZONTAL = false # Text will automatically scroll to the left if line is full
      # This will not work if NMS_TEXT_AUTO_CUT is true
      # $nms.txt_scrl_hori = true/false
      NMS_TEXT_AUTO_SCROLL_HORIZONTAL_DELAY = 1 # Scroll Delay (in frame)
      # $nms.txt_scrl_hori_delay = (number)
      
      NMS_USER_NEW_LINE = false # Text will goes in new line ONLY when type \nl
      # (Good for Text Auto Cut)
      # $nms.txt_unl = true/false
      
      NMS_REMOVE_LIST = [] # List of text that you want to remove from message
      # for example, NMS_REMOVE_LIST = ['test', '[MS]']
      # will remove text 'test' and '[MS]' before show message
      # Note that this is NOT case sensitive
      
      #---------------------------------
      # ? FACE SYSTEM
      #-------------------------------
      #------------------------------------------------
      # ** BOTH FACE SYSTEMS SETUP
      #----------------------------------------------
      DEFAULT_FACE_SIDE = 0 # Default Face Side when game start~
      # (0: Left Side Normal Face | -1: Right Side Normal Face)
      # (1: Left Side Neo Face | 2: Right Side Neo Face)
      # $nms.side = (side no.)
      
      FACE_X_PLUS = 0 # Move Face Horizontally (Left: -, Right: +)
      FACE_Y_PLUS = 0 # Move Face Vertically (Up: -, Down: +)
      
      MOVE_TEXT = true # (true/false)
      # Move text to right side of face, when showing face in left side.
      
      #-------------------------------------
      # **SHOW FACE EFFECT
      # * For both Face Systems *
      #----------------------------------
      FADE_EFFECT = true # Turn on/off fade effect (true/false)
      # $nms.face_fade = true/false
      FADE_SPEED = 20 # Speed up face's fade effect by increase this number
      FADE_ONLY_FIRST = true # Use Fade Effect only in first message window?
      
      MOVE_EFFECT = true # Turn on/off "move in" effect (true/false)
      # $nms.face_move = true/false
      MOVE_SPEED = 10 # Speed up face's "move in" effect by increase this number
      MOVE_ONLY_FIRST = true # Use Move Effect only in first message window?
      
      FADE_MOVE_WHEN_USE_NEW_FACE = false
      # Use Fade and Move effect when change Face graphic
      # (In case using FADE_ONLY_FIRST and MOVE_ONLY_FIRST)
      
      #-------------------------------
      # ** NEO FACE SYSTEM
      #----------------------------
      EightFaces_File = false
      # Use 8 Faces per file (or) 1 Face per file (true/false)
      
      #-------------------------------
      # ** ANIMATED FACE SYSTEM
      #----------------------------
      ANIMATE_FACE_DELAY = 6 # Face animate every _ frame
      # $nms.animf_delay = (number)
      
      ANIMATE_FACE_CONTINUE = false # Face continue to animate after text stop writing?
      # $nms.animf_cont = (true/false)
      
      #------------------------------------
      # ? NAME BOX SYSTEM
      #----------------------------------
      NAMEBOX_SKIN = 'Window' # Windowskin of Name Box (In folder 'Graphics/System')
      NAMEBOX_OPACITY = 255 # Name Box Opacity when using 'Normal Background' message
      # (Lowest 0 - 255 Highest)
      NAMEBOX_OPACITY_DIM_BG = 0 # Name Box Opacity when using 'Dim Background'
      NAMEBOX_OPACITY_NO_BG = 0 # Name Box Opacity when using 'Transparent' Background
      NAMEBOX_BACK_OPACITY = 180 # Name Box Background Opacity
      
      NAMEBOX_X_PLUS_NOR = 104 # Additional Name Box X [Horizontal] for Normal Face Name Box
      NAMEBOX_X_PLUS_NEO = 160 # Additional Name Box X for Neo Face Name Box
      NAMEBOX_Y_PLUS = 0 # Move Name Box & Text Vertically
      NAMEBOX_Y_PLUS_TOP = 140
      # Move Name Box & Text Vertically if message box is on Top
      
      NAMEBOX_TEXT_FONT = "ArbatDi" # Name Text Font's Name
      NAMEBOX_TEXT_SIZE = 19 # Name Text Font's Size
      NAMEBOX_TEXT_HEIGHT_PLUS = 2 # Increase Name Text Height (For Big Size Text)
    
      NAMEBOX_TEXT_BOLD = false # Make Text in Name Box Bold
      NAMEBOX_TEXT_OUTLINE = true # Make Black Outline around Text (Good with Opacity = 0)
      NAMEBOX_TEXT_DEFAULT_COLOR = [255,255,255]#[255,255,255] # [Red,Green,Blue]: Name Text Color (RGB) 
      # You can easily find color code for RGB (Red Green Blue) color in Google :)
      # You are allow to change color in game by call script:
      # $nms.color = [Red,Green,Blue]
      
      NAMEBOX_TEXT_AFTER_NAME = ":" # Add Text after Name, leave "" to disable.
      
      NAMEBOX_BOX_WIDTH_PLUS = 6 # Increase Name Box Width
      NAMEBOX_BOX_HEIGHT_PLUS = 7 # Increase Name Box Height
      
      MOVE_NAMEBOX = true
      # (true/false) Move Text Box to Right Side if showing Face in Right side.
    
      #---------------------------------
      # ? TEXT TYPING SOUND SYSTEM
      #-------------------------------
      TYPING_SOUND = true # Use Typing Sound?
      # $nms.typ_se = true/false
      TYPING_SOUND_FILE = 'Open1'
      # Sound File Name for Typing Sound (Must be in Folder 'Audio/SE')
      # $nms.typ_file = 'filename'
      TYPING_SOUND_VOLUME = 20 # Typing Sound's Volume
      # $nms.typ_vol = 0 - 100
      TYPING_SOUND_SKIP = 4
      # How many frames you want to skip before play typing sound again?
      # $nms.typ_skip = (no. of frames)
      #---------------------------------
      # [END] SETUP SCRIPT PART
      #-------------------------------
    end
      $worale = {} if $worale == nil
      $worale["NMS"] = true
      
    class Window_Message < Window_Selectable
      #--------------------------------------------------------------------------
      # ? ALIAS
      #--------------------------------------------------------------------------
        alias wor_nms_winmsg_ini initialize
        def initialize
          wor_nms_winmsg_ini
          $nms = $game_message
          contents.font.name = $nms.nms_fontname
          contents.font.size = $nms.nms_fontsize
          @face = Sprite.new
          @face.z = self.z + 5
          @nametxt = Sprite.new
          @nametxt.z = self.z + 15
          @namebox = nil
          @ori_x = 0
          @name_text = nil
          @showtime = 0 # To check if this is first time it shows message (For face)
          @face_data = Array.new(3)
          @face_data_old = Array.new(3)
          
          #NMS 2++
          self.width = $nms.msg_w
          self.height = $nms.msg_h
          update_window_size(true)
          self.x = $nms.msg_x
          
          @typse_count = 0
          @delay_text = 0
          @no_press_input = false
          @biggest_text_height = 0
          @all_text_width = 0
          @animf_dl = 0 # Animation Face Delay
          @animf = false # Using Animation Face?
          @animf_ind = 0 # Animation Face Index
          @pop = nil # Pop ID
        end
      #--------------------------------------------------------------------------
      # ? ??
      #--------------------------------------------------------------------------
      def dispose
        super
        dispose_gold_window
        dispose_number_input_window
        dispose_back_sprite
      end
      #--------------------------------------------------------------------------
      # ? EDITED
      #--------------------------------------------------------------------------
      def update
        super
      if self.visible == true
        update_back_sprite
        update_gold_window
        update_number_input_window
        update_show_fast
        update_window_size
        update_animate_face if @animf
        
        @typse_count -= 1 if @typse_count > 0
        
        if @name_text != nil
          draw_name(@name_text,self.x,self.y)
        end
        if @face.bitmap != nil
          # UPDATE FADE IN EFFECT
          if @face.opacity < 255
            @face.opacity += FADE_SPEED
          end
          # UPDATE MOVE IN EFFECT
          if $nms.face_move and @ori_x != @face.x
            if (@ori_x > @face.x and @face.x + MOVE_SPEED < @ori_x) or (@ori_x < @face.x and @face.x - MOVE_SPEED > @ori_x)
              @face.x += MOVE_SPEED if @ori_x > @face.x
              @face.x -= MOVE_SPEED if @ori_x < @face.x
            else
              @face.x = @ori_x
            end
          end
        end
      end
        unless @opening or @closing
          if @wait_count > 0
            @wait_count -= 1
          elsif self.pause
            input_pause
          elsif self.active
            input_choice
          elsif @number_input_window.visible
            input_number
          elsif @text != nil
            if @delay_text > 0
              @delay_text -= 1
            else
              update_message
            end
          elsif continue?
            @showtime += 1
            start_message
            open
            $game_message.visible = true
          else
            close
            @showtime = 0
            if @face.bitmap != nil
             @face.bitmap.dispose
            end
            clear_namebox if @namebox != nil
            $game_message.visible = @closing
          end
        end
      end
      #--------------------------------------------------------------------------
      # ? NEW
      #--------------------------------------------------------------------------
      def update_window_size(direct = false, create_bitmap = true)
        if (self.width != $nms.msg_w or self.height != $nms.msg_h) or direct
          self.width = $nms.msg_w if $nms.msg_w > 32
          self.height = $nms.msg_h if $nms.msg_h > 32
          create_contents if create_bitmap
        end
      end
      #--------------------------------------------------------------------------
      # ? ???????????
      #--------------------------------------------------------------------------
      def create_gold_window
        @gold_window = Window_Gold.new(384, 0)
        @gold_window.openness = 0
      end
      #--------------------------------------------------------------------------
      # ? ????????????
      #--------------------------------------------------------------------------
      def create_number_input_window
        @number_input_window = Window_NumberInput.new
        @number_input_window.visible = false
      end
      #--------------------------------------------------------------------------
      # ? ??????????
      #--------------------------------------------------------------------------
      def create_back_sprite
        @back_sprite = Sprite.new
        @back_sprite.bitmap = @old_mback = Cache.system($game_message.mback)
        @back_sprite.opacity = @old_mback_opac = $game_message.mback_opac
        @back_sprite.visible = (@background == 1)
        @back_sprite.z = 190
      end
      #--------------------------------------------------------------------------
      # ? ???????????
      #--------------------------------------------------------------------------
      def dispose_gold_window
        @gold_window.dispose
      end
      #--------------------------------------------------------------------------
      # ? ????????????
      #--------------------------------------------------------------------------
      def dispose_number_input_window
        @number_input_window.dispose
      end
      #--------------------------------------------------------------------------
      # ? ??????????
      #--------------------------------------------------------------------------
      def dispose_back_sprite
        @back_sprite.dispose
      end
      #--------------------------------------------------------------------------
      # ? ???????????
      #--------------------------------------------------------------------------
      def update_gold_window
        @gold_window.update
      end
      #--------------------------------------------------------------------------
      # ? ????????????
      #--------------------------------------------------------------------------
      def update_number_input_window
        @number_input_window.update
      end
      #--------------------------------------------------------------------------
      # ? ??????????
      #--------------------------------------------------------------------------
      def update_back_sprite
        @back_sprite.visible = (@background == 1)
        @back_sprite.y = y - 16
        @back_sprite.opacity = $nms.mback_opac > openness ? openness : $nms.mback_opac
        @back_sprite.update
      end
      #--------------------------------------------------------------------------
      # ? ?????????
      #--------------------------------------------------------------------------
      def update_show_fast
        if self.pause or self.openness < 255
          @show_fast = false
        elsif Input.trigger?(Input::C) and @wait_count < 2 and !@no_press_input
          @show_fast = true
        elsif not Input.press?(Input::C)
          @show_fast = false
        end
        if @show_fast and @wait_count > 0
          @wait_count -= 1
        end
      end
      #--------------------------------------------------------------------------
      # ? ????????????????????
      #--------------------------------------------------------------------------
      def continue?
        return true if $game_message.num_input_variable_id > 0
        return false if $game_message.texts.empty?
        if self.openness > 0 and not $game_temp.in_battle
          return false if @background != $game_message.background
          return false if @position != $game_message.position
        end
        return true
      end
      #--------------------------------------------------------------------------
      # ? EDITED: NMS 2.2+
      #--------------------------------------------------------------------------
      def start_message
        @all_text_width = 0
        @pop = nil
        
        @text = ""
        @text_line = $game_message.texts.size < $game_message.max_line ? $game_message.texts.size + 1 : MAX_LINE + 1
        for i in 0...$game_message.texts.size
          # Change "    " to "" (Spacing for choice)
          @text += "" if i >= $game_message.choice_start
          @text += $game_message.texts[i].clone + "\x00"
        end
         
        @item_max = $game_message.choice_max
        convert_special_characters
        reset_window
        update_window_size
        new_page
      end
      #--------------------------------------------------------------------------
      # ? EDITED
      #--------------------------------------------------------------------------
      def new_page
        @animf = false
        contents.clear
        
        if @face.bitmap != nil
        @face.bitmap.dispose
        end
        if $game_message.face_name.empty?
        @contents_x = TEXT_X_PLUS
        else
          nms_draw_new_face
          # CHECK FOR MOVE EFFECT
          @ori_x = @face.x
          if $nms.face_move and ((MOVE_ONLY_FIRST and @showtime <= 1) or (MOVE_ONLY_FIRST == false))
            if $game_message.side == 0 or $game_message.side == 1
              @face.x = 0 - @face.width
            else
              @face.x = Graphics.width
            end
          end
          @contents_x = get_x_face
        end
        @main_contents_x = @contents_x
        @contents_y = 0
        @line_count = 0
        @typse_count = 0
        @show_fast = false
        @line_show_fast = false
        @pause_skip = false
        contents.font.color = text_color(0)
        @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 00
        
        if @old_mback != Cache.system($nms.mback) or @old_mback_opac != $nms.mback_opac
          dispose_back_sprite; create_back_sprite
        end
        
        @no_press_input = false
        self.oy = 0
      end
      #--------------------------------------------------------------------------
      # ? EDITED
      #--------------------------------------------------------------------------
      def new_line
        biggest = @biggest_text_height > WLH ? @biggest_text_height : WLH
        @contents_y += biggest
        if $nms.txt_scrl and @contents_y >= contents.height and @text != ""
          rect = Rect.new(0, biggest, contents.width, contents.height - biggest)
          cont_s = Bitmap.new(contents.width,contents.height)
          cont_s.blt(0, 0, contents, rect)
          rect_s = Rect.new(0,0,contents.width,contents.height)
          contents.clear_rect(0, 0, contents.width, contents.height)
          contents.blt(0, 0, cont_s, rect_s)
          @contents_y = rect.height
          cont_s.dispose
          @show_fast = false
          @no_press_input = true
        end
        @contents_x = @main_contents_x
        @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 0
        @biggest_text_height = WLH
        @line_count += 1
        @line_show_fast = false
      end
      #--------------------------------------------------------------------------
      # ? EDITED
      #--------------------------------------------------------------------------
      def convert_special_characters
        clear_namebox if @namebox != nil
        
        # Woratana's :: Quick Text
        @text.gsub!(/\\QT\[([0-9]+)\]/i) { $nms.qt[$1.to_i] }
        
        #--------------------------
        # DEFAULT FEATURES
        #-----------------------
        @text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
        @text.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
        @text.gsub!(/\\C\[(.*?)\]/i) { "\x01{#{$1}}" }
        @text.gsub!(/\\G/i)              { "\x02" }
        @text.gsub!(/\\\./)             { "\x03" }
        @text.gsub!(/\\\|/)             { "\x04" }
        @text.gsub!(/\\!/)              { "\x05" }
        @text.gsub!(/\\>/)              { "\x06" }
        @text.gsub!(/\\</)              { "\x07" }
        @text.gsub!(/\\\^/)             { "\x08" }
        @text.gsub!(/\\\\/)             { "\\" }
        
        #--------------------------
        # * NMS FEATURES!!
        #-----------------------
        # Woratana's :: Draw Weapon Name + Icon
        @text.gsub!(/\\DW\[([0-9]+)\]/i) { "\x83[#{$data_weapons[$1.to_i].icon_index}]\x01{#{NMS_WEAPON_NAME_COLOR_ID}}\\nw[#{$1.to_i}]\x01{#{$nms.last_color}}"}
        # Woratana's :: Draw Item Name + Icon
        @text.gsub!(/\\DI\[([0-9]+)\]/i) { "\x83[#{$data_items[$1.to_i].icon_index}]\x01{#{NMS_ITEM_NAME_COLOR_ID}}\\ni[#{$1.to_i}]\x01{#{$nms.last_color}}" }
        # Woratana's :: Draw Armor Name + Icon
        @text.gsub!(/\\DA\[([0-9]+)\]/i) { "\x83[#{$data_armors[$1.to_i].icon_index}]\x01{#{NMS_ARMOR_NAME_COLOR_ID}}\\na[#{$1.to_i}]\x01{#{$nms.last_color}}"}
        # Woratana's :: Draw Skill Name + Icon
        @text.gsub!(/\\DS\[([0-9]+)\]/i) { "\x83[#{$data_skills[$1.to_i].icon_index}]\x01{#{NMS_ITEM_NAME_COLOR_ID}}\\ns[#{$1.to_i}]\x01{#{$nms.last_color}}"}
    
        # Woratana's :: Call Animation
        @text.gsub!(/\\ANI\[([0-9]+)\]/i) { "\x80[#{$1}]" }
        # Woratana's :: Call Balloon
        @text.gsub!(/\\BAL\[([0-9]+)\]/i) { "\x81[#{$1}]" }
        # Woratana's :: Call Common Event
        @text.gsub!(/\\CE\[([0-9]+)\]/i) { "\x82[#{$1}]" }
        # Woratana's :: Draw Icon
        @text.gsub!(/\\IC\[([0-9]+)\]/i) { "\x83[#{$1}]" }
    
        # Woratana's :: Map Name
        @text.gsub!(/\\MAP/i) { nms_get_map_name }
        # Woratana's :: Actor Class Name
        @text.gsub!(/\\NC\[([0-9]+)\]/i) { $data_classes[$game_actors[$1.to_i].class_id].name }
        # Woratana's :: Party Actor Name
        @text.gsub!(/\\NP\[([0-9]+)\]/i) { $game_party.members[($1.to_i - 1)].name }
        # Woratana's :: Monster Name
        @text.gsub!(/\\NM\[([0-9]+)\]/i) { $data_enemies[$1.to_i].name }
        # Woratana's :: Troop Name
        @text.gsub!(/\\NT\[([0-9]+)\]/i) { $data_troops[$1.to_i].name }
        # Woratana's :: Item Name
        @text.gsub!(/\\NI\[([0-9]+)\]/i) { $data_items[$1.to_i].name }
        # Woratana's :: Weapon Name
        @text.gsub!(/\\NW\[([0-9]+)\]/i) { $data_weapons[$1.to_i].name }
        # Woratana's :: Armor Name
        @text.gsub!(/\\NA\[([0-9]+)\]/i) { $data_armors[$1.to_i].name }
        # Woratana's :: Skill Name
        @text.gsub!(/\\NS\[([0-9]+)\]/i) { $data_skills[$1.to_i].name }
        # Woratana's :: Item Price
        @text.gsub!(/\\PRICE\[([0-9]+)\]/i) { $data_items[$1.to_i].price.to_s }
        
        # Woratana's :: Font Name Change
        @text.gsub!(/\\FN\[(.*?)\]/i) { "\x84[#{$1}]" }
        # Woratana's :: Font Size Change
        @text.gsub!(/\\FS\[(.*?)\]/i) { "\x85[#{$1}]" }
        # Woratana's :: Reset Font Name
        @text.gsub!(/\\REF/i) { "\x86" }
        # Woratana's :: Reset Font Size
        @text.gsub!(/\\RES/i) { "\x87" }
        # Woratana's :: BOLD Text
        @text.gsub!(/\\B/i) { "\x88" }
        # Woratana's :: ITALIC Text
        @text.gsub!(/\\I/i) { "\x89" }
        # Woratana's :: Text DELAY
        @text.gsub!(/\\DELAY\[([0-9]+)\]/i) { "\x90[#{$1}]"}
        # Woratana's :: Reset Text Delay
        @text.gsub!(/\\RED/i) { "\x91" }
        # Woratana's :: Turn On/Off Letter by Letter
        @text.gsub!(/\\LBL/i) { "\x92" }
       
         # Woratana's NeoFace System
         @text.scan(/\\SD\[([-,0-9]+)\]/i)
         if $1.to_s != ""
           $game_message.side = $1.to_i
           @text.sub!(/\\SD\[([-,0-9]+)\]/i) {}
         end
        
         # Woratana's :: Name Box
         @text.scan(/\\NB\[(.*?)\]/i)
         if $1.to_s != ""
           n_text = $1.to_s.gsub(/\x01\{(.*?)\}/i) {} # Clear If there's Color
           @name_text = n_text
           @text.sub!(/\\NB\[(.*?)\]/i) {}
         end
       
         # Woratana's :: Repeat Name Box
         @text.gsub!(/\\RNB\[(.*?)\]/i) do
           $game_message._name = $1.to_s
           a = ""
         end
         
         # NMS 2++
         # Woratana's :: SHADOW Text
         @text.gsub!(/\\SH/i) { "\x93" }
         # Woratana's :: Cancel Skip Text Button
         @text.gsub!(/\\CB/i) { "\x94" }
         # Woratana's :: Wait X Frame
         @text.gsub!(/\\W\[([0-9]+)\]/i) { "\x95[#{$1}]" }
         # Woratana's :: Add Space X Pixel
         @text.gsub!(/\\SC\[([0-9]+)\]/i) { "\x96[#{$1}]" }
         
         # Woratana's :: Play SE
         @text.gsub!(/\\SE\[(.*?)\]/i) { "\x97[#{$1}]" }
         # Woratana's :: Play ME
         @text.gsub!(/\\ME\[(.*?)\]/i) { "\x98[#{$1}]" }
         # Woratana's :: Play BGM
         @text.gsub!(/\\BGM\[(.*?)\]/i) { "\x99[#{$1}]" }
         
         # Woratana's :: Start New Line
         @text.gsub!(/\\NL/i) { "\x09" }
         # Woratana's :: Turn ON/OFF Typing Sound
         @text.gsub!(/\\TYP/i) { "\x10" }
         # Woratana's :: Draw Picture
         @text.gsub!(/\\DP\[(.*?)\]/i) { "\x11[#{$1}]" }
         
         # Woratana's :: Draw Face
         @text.gsub!(/\\FA\{(.*?)\}/i) { "\x12{#{$1}}" }
         
         # Woratana's :: Temporary Width
         @text.scan(/\\WW\[([-,0-9]+)\]/i)
         if $1.to_s != ''
           $nms.msg_temp_w = $1.to_i
           @text.sub!(/\\WW\[([-,0-9]+)\]/i) {}
         end
         # Woratana's :: Temporary Height
         @text.scan(/\\WH\[([-,0-9]+)\]/i)
         if $1.to_s != ''
           $nms.msg_temp_h = $1.to_i
           @text.sub!(/\\WH\[([-,0-9]+)\]/i) {}
         end
         # Woratana's :: Temporary X
         @text.scan(/\\WX\[([-,0-9]+)\]/i)
         if $1.to_s != ''
           $nms.msg_temp_x = $1.to_i
           @text.sub!(/\\WX\[([-,0-9]+)\]/i) {}
         end
         # Woratana's :: Temporary Y
         @text.scan(/\\WY\[([-,0-9]+)\]/i)
         if $1.to_s != ''
           $nms.msg_temp_y = $1.to_i
           @text.sub!(/\\WY\[([-,0-9]+)\]/i) {}
         end
    
        # Woratana's :: Remove text list
         NMS_REMOVE_LIST.each {|i| @text.gsub!(/#{i}/i) {} }
         
         # Woratana's :: Pop Text
         @text.scan(/\\P\[(.*?)\]/i)
         if $1.to_s != ""
          @pop = $1.to_i
          contents.font.name = $nms.nms_fontname if contents.font.name != $nms.nms_fontname
          contents.font.size = $nms.nms_fontsize if contents.font.size != $nms.nms_fontsize
          a = @text.split(/\x00/)
          for i in 0..(a.size - 1)
            text_width = contents.text_size(a[i]).width
            @all_text_width = text_width if @all_text_width < text_width
          end
           nms_draw_new_face
           if @face.bitmap != nil
            if get_x_face == 0 and MOVE_TEXT
              @all_text_width += (@face.width + TEXT_X_PLUS)
            else
              @all_text_width += get_x_face
            end
            @face.bitmap.dispose
            @face.bitmap = nil
          end
          @text.sub!(/\\P\[(.*?)\]/i) {}
          end
      
         @name_text = $game_message._name if @name_text == nil and $game_message._name != ""
       end
      #--------------------------------------------------------------------------
      # ? EDIT: NMS 2.2++
      #--------------------------------------------------------------------------
      def reset_window
        @background = $game_message.background
        @position = $game_message.position
        if @background == 0
          self.opacity = 255
        else
          self.opacity = 0
        end
        # Calculate Window X/Y and Size depends on Pop or normal message
        if @pop != nil
          $nms.msg_h = [((@text_line * WLH) + 8), $nms.msg_h_user].min
          $nms.msg_w = @all_text_width + 32
          
          case @pop
          when 0 # Player
            set_window_xy($game_player)
          when -1 # This Event
            set_window_xy($game_map.events[$game_message.event_id])
          else # Event ID
            set_window_xy($game_map.events[@pop])
          end
        else
          $nms.msg_h = ((((@text_line * WLH) + 8) > $nms.msg_h_user) and ($nms.txt_scrl == false)) ? ((@text_line * WLH) + 8) : $nms.msg_h_user
          $nms.msg_w = NMS_MSGWIN_WIDTH
          self.x = $nms.msg_x
          case @position
          when 0  # Down
            self.y = 0
            @gold_window.y = 360
          when 1  # Middle
            self.y = ((Graphics.height - $nms.msg_h) / 2)
            @gold_window.y = 0
          when 2  # Up
            self.y = Graphics.height - $nms.msg_h
            @gold_window.y = 0
          end
        end
        # Temporary Size & Position
        if !$nms.msg_temp_w.nil?
          $nms.msg_w = $nms.msg_temp_w
          $nms.msg_temp_w = nil
        end
        if !$nms.msg_temp_h.nil?
          $nms.msg_h = $nms.msg_temp_h
          $nms.msg_temp_h = nil
        end
        if !$nms.msg_temp_x.nil?
          self.x = $nms.msg_temp_x
          $nms.msg_temp_x = nil
        end
        if !$nms.msg_temp_y.nil?
          self.y = $nms.msg_temp_y
          $nms.msg_temp_y = nil
        end
        # Fix Window Position if it's out of screen
        self.x = 0 if self.x < 0
        self.x = Graphics.width - $nms.msg_w if (self.x + $nms.msg_w) > Graphics.width
        self.y = 0 if self.y < 0
        self.y = Graphics.height - $nms.msg_h if (self.y + $nms.msg_h) > Graphics.height
      end
      #--------------------------------------------------------------------------
      # ? SET Window XY for Pop Message
      #--------------------------------------------------------------------------
      def set_window_xy(chara)
        char_x = chara.screen_x
        char_y = chara.screen_y
        self.x = char_x - ($nms.msg_w / 2)
        self.y = ((char_y - 32 - $nms.msg_h) >= 0) ? (char_y - 32 - $nms.msg_h) : (char_y + 32)
      end
      #--------------------------------------------------------------------------
      # ? ????????
      #--------------------------------------------------------------------------
      def terminate_message
        self.active = false
        self.pause = false
        self.index = -1
        @gold_window.close
        @number_input_window.active = false
        @number_input_window.visible = false
        $game_message.main_proc.call if $game_message.main_proc != nil
        $game_message.clear
      end
      #--------------------------------------------------------------------------
      # ? EDITED
      #--------------------------------------------------------------------------
      def update_message
        loop do
          c = @text.slice!(/./m)
          case c
          when nil
            finish_message
            break
          when "\x00"
            new_line if !$nms.txt_unl
            if @line_count >= $game_message.max_line
              unless @text.empty?
                self.pause = true
                break
              end
            end
          when "\x80"
            @text.sub!(/\[([0-9]+)\]/, "")
            $game_map.events[$game_message.event_id].animation_id = $1.to_i
          when "\x81"
            @text.sub!(/\[([0-9]+)\]/, "")
            $game_map.events[$game_message.event_id].balloon_id = $1.to_i
          when "\x82"
            @text.sub!(/\[([0-9]+)\]/, "")
            a = $game_map.interpreter.params[0]
            $game_map.interpreter.params[0] = $1.to_i
            $game_map.interpreter.command_117
            $game_map.interpreter.params[0] = a
          when "\x83"
            @text.sub!(/\[([0-9]+)\]/, "")
            bitmap = Cache.system("Iconset")
            icon_index = $1.to_i
            # Check for Auto Cut
            new_line if $nms.txt_cut and (@contents_x + 24 > contents.width)
            # Draw ICON
            draw_icon(icon_index, @contents_x, @contents_y, true)
            @contents_x += 24
          when "\x84"
            @text.sub!(/\[(.*?)\]/, "")
            $nms.nms_fontname = $1.to_s
            next
          when "\x85"
            @text.sub!(/\[([0-9]+)\]/, "")
            $nms.nms_fontsize = $1.to_i; next
          when "\x86"
            $nms.nms_fontname = NMS_FONT_NAME; next
          when "\x87"
            $nms.nms_fontsize = NMS_FONT_SIZE; next
          when "\x88"
            contents.font.bold = contents.font.bold == true ? false : true
            next
          when "\x89"
            contents.font.italic = contents.font.italic == true ? false : true
            next
          when "\x90"
            @text.sub!(/\[([0-9]+)\]/, "")
            $nms.text_delay = $1.to_i; next
          when "\x91"
            $nms.text_delay = NMS_DELAY_PER_LETTER; next
          when "\x92"
            $nms.lbl = $nms.lbl == true ? false : true; next
          when "\x93"
            contents.font.shadow = contents.font.shadow == true ? false : true
            next
          when "\x94"
            @no_press_input = @no_press_input == true ? false : true
            next
          when "\x95"
            @text.sub!(/\[([0-9]+)\]/, "")
            @wait_count = $1.to_i
            break
          when "\x96"
            @text.sub!(/\[([0-9]+)\]/, "")
            @contents_x += $1.to_i
            next
          when "\x97"
            @text.sub!(/\[(.*?)\]/, "")
            RPG::SE.new($1).play
          when "\x98"
            @text.sub!(/\[(.*?)\]/, "")
            RPG::ME.new($1).play
          when "\x99"
            @text.sub!(/\[(.*?)\]/, "")
            RPG::BGM.new($1).play
          when "\x09"
            new_line
          when "\x10"
            $nms.typ_se = !$nms.typ_se
          when "\x11"
            @text.sub!(/\[(.*?)\]/, "")
            bitmap = Cache.system($1.to_s)
            rect = Rect.new(0,0,0,0)
            rect.width = bitmap.width
            rect.height = bitmap.height
            # Check for Auto Cut & Scroll
            if (@contents_x + bitmap.width > contents.width)
              if $nms.txt_cut; new_line
              elsif $nms.txt_scrl_hori; nms_scroll_hori(bitmap.width)
              end
            end
            # Draw Image
            self.contents.blt(@contents_x, @contents_y, bitmap, rect)
            @contents_x += bitmap.width
            @biggest_text_height = bitmap.height if bitmap.height > @biggest_text_height
            bitmap.dispose
          when "\x12"
            @text.sub!(/\{(.*?)\}/, "")
            a = $1.to_s.split(',')
            $nms.face_name = a[0]
            $nms.face_index = a[1].to_i
            $nms.side = a[2].to_i unless a[2].nil?
            nms_draw_new_face
            @ori_x = @face.x
          when "\x01"
            @text.sub!(/\{(.*?)\}/, "")
            color_code = $1.to_s
            if color_code.include?('#')
              color_code.sub!(/([0123456789ABCDEF]+)/, "")
              contents.font.color = get_hex($1)
            else
              $nms.last_color = color_code.to_i
              contents.font.color = text_color($nms.last_color)
            end
            next
          when "\x02"
            @gold_window.refresh
            @gold_window.open
          when "\x03"
            @wait_count = 15
            break
          when "\x04"
            @wait_count = 60
            break
          when "\x05"
            self.pause = true
            break
          when "\x06"
            @line_show_fast = true
          when "\x07"
            @line_show_fast = false
          when "\x08"
            @pause_skip = true
          else
            contents.font.name = $nms.nms_fontname if contents.font.name != $nms.nms_fontname
            contents.font.size = $nms.nms_fontsize if contents.font.size != $nms.nms_fontsize
            c_width = contents.text_size(c).width
            
            # Check for Text Cut & Scroll Horizontal
            if (@contents_x + c_width > contents.width)
              if $nms.txt_cut; new_line
              elsif $nms.txt_scrl_hori
                nms_scroll_hori(c_width)
                @wait_count = $nms.txt_scrl_hori_delay
                @text = c + @text
                return
              end
            end
            nms_line_height = contents.text_size(c).height
            contents.draw_text(@contents_x, @contents_y, 40, nms_line_height, c)
            @contents_x += c_width
            # Change Biggest Text Height
            @biggest_text_height = nms_line_height if nms_line_height > @biggest_text_height
            
            # Play Typing Sound
            if $nms.typ_se and @typse_count <= 0
              RPG::SE.new($nms.typ_file, $nms.typ_vol).play
              @typse_count += $nms.typ_skip
            end
            #Show Fast & Text Delay
            @show_fast = true if $nms.lbl == false
    
            @delay_text += $nms.text_delay
          end
          break unless @show_fast or @line_show_fast
        end
      end
      #--------------------------------------------------------------------------
      # ? ??????????
      #--------------------------------------------------------------------------
      def finish_message
        if $game_message.choice_max > 0
          start_choice
        elsif $game_message.num_input_variable_id > 0
          start_number_input
        elsif @pause_skip
          terminate_message
        else
          self.pause = true
        end
        @wait_count = 10
        @text = nil
      end
      #--------------------------------------------------------------------------
      # ? ??????
      #--------------------------------------------------------------------------
      def start_choice
        self.active = true
        self.index = 0
      end
      #--------------------------------------------------------------------------
      # ? EDITED
      #--------------------------------------------------------------------------
      def start_number_input
        digits_max = $game_message.num_input_digits_max
        number = $game_variables[$game_message.num_input_variable_id]
        @number_input_window.digits_max = digits_max
        @number_input_window.number = number
        if $game_message.face_name.empty? or MOVE_TEXT == false
          @number_input_window.x = x - 23
        else
          case $game_message.side
          when 0
            @number_input_window.x = (x + 112) - 23
          when 1
            @number_input_window.x = (x + text_x) - 23
          when 2
            @number_input_window.x = x - 23
          when -1
            @number_input_window.x = x - 23
          end
        end
        @number_input_window.x += CHOICE_INPUT_X_PLUS
        @number_input_window.y = y + @contents_y
        @number_input_window.active = true
        @number_input_window.visible = true
        @number_input_window.update
      end
      #--------------------------------------------------------------------------
      # ? EDITED
      #--------------------------------------------------------------------------
      def update_cursor
        if @index >= 0
          if $game_message.face_name.empty?
          x = TEXT_X_PLUS
          else
          x = get_x_face
          end
          y = ($game_message.choice_start + @index) * WLH
          # CHANGE WIDTH OF CURSOR FOR CHOICE SELECT
          if $game_message.face_name.empty? or MOVE_TEXT == false
            facesize = x
          else
            facesize = get_x_face
            facesize += @face.width if $game_message.side == 2
            facesize += @face.width + 16 if $game_message.side == -1
          end
          self.cursor_rect.set(x, y, contents.width - facesize, WLH)
        else
          self.cursor_rect.empty
        end
      end
    
      #--------------------------------------------------------------------------
      # ? ?????????
      #--------------------------------------------------------------------------
      def input_pause
        if Input.trigger?(Input::B) or Input.trigger?(Input::C)
          self.pause = false
          if @text != nil and not @text.empty?
            new_page if @line_count >= $game_message.max_line
          else
            terminate_message
          end
        end
      end
      #--------------------------------------------------------------------------
      # ? ????????
      #--------------------------------------------------------------------------
      def input_choice
        if Input.trigger?(Input::B)
          if $game_message.choice_cancel_type > 0
            Sound.play_cancel
            $game_message.choice_proc.call($game_message.choice_cancel_type - 1)
            terminate_message
          end
        elsif Input.trigger?(Input::C)
          Sound.play_decision
          $game_message.choice_proc.call(self.index)
          terminate_message
        end
      end
      #--------------------------------------------------------------------------
      # ? ???????
      #--------------------------------------------------------------------------
      def input_number
        if Input.trigger?(Input::C)
          Sound.play_decision
          $game_variables[$game_message.num_input_variable_id] =
            @number_input_window.number
          $game_map.need_refresh = true
          terminate_message
        end
      end
    end
    
    #==============================================================================
    # NMS +[ADD ON]+ WINDOW_MESSAGE_CLASS
    #------------------------------------------------------------------------------
    #==============================================================================
    
    class Window_Message < Window_Selectable
      
    # Return X for Text
    def get_x_face
      if MOVE_TEXT == true
        case $game_message.side
        when 0
          return 112 + TEXT_X_PLUS
        when 1
          return text_x
        when 2
          return TEXT_X_PLUS
        else
          return TEXT_X_PLUS
        end
      else
        return TEXT_X_PLUS
      end
    end
    
      def text_x
        return @face.width + TEXT_X_PLUS
      end
      
      # Clear Name Box & Name Text
      def clear_namebox
        @nametxt.bitmap.dispose
        @namebox.dispose
        @namebox = nil
        @name_text = nil
      end
      
      def nms_get_map_name
        mapdata = load_data("Data/MapInfos.rvdata")
        map_id = $game_map.map_id
        return mapdata[map_id].name
      end
      
      #--------------------------------------
      # DRAW FACE [Both Systems] METHOD
      #------------------------------------
      def draw_face2(face_name, x, y, index = 0, animf = false, animf_index = 0, animf_max = 1, nofade = false)
      if animf
        # Use Animated Face
        bitmap = Cache.face(face_name)
        rect = Rect.new(0,0,0,0)
        rect.width = (bitmap.width / animf_max)
        rect.height = bitmap.height
        rect.x = animf_index * rect.width
        rect.y = 0
        @face.bitmap = Bitmap.new(rect.width,rect.height)
        @face.bitmap.blt(0,0,bitmap,rect)
        bitmap.dispose
      elsif $game_message.side == 0 or $game_message.side == -1 or EightFaces_File
        # USE 8 FACES PER FILE
        bitmap = Cache.face(face_name)
        rect = Rect.new(0,0,0,0)
        rect.width = (bitmap.width / 4)
        rect.height = (bitmap.height / 2)
        rect.x = index % 4 * rect.width
        rect.y = index / 4 * rect.height
        @face.bitmap = Bitmap.new(rect.width,rect.height)
        @face.bitmap.blt(0,0,bitmap,rect)
        bitmap.dispose
      else
        # USE 1 FACES PER FILE
        @face.bitmap = Cache.face(face_name)
      end
      # SET X/Y OF FACE DEPENDS ON FACE SIDE
      if $game_message.side == 1
        @face.mirror = false
        @face.x = x + 6
        @face.y = y - 6 + height - @face.height
      elsif $game_message.side == 2
        @face.mirror = true
        @face.x = x + ((self.width - 6) - @face.width)
        @face.y = y - 6 + height - @face.height
      elsif $game_message.side == 0
        @face.mirror = false
        @face.x = x + 16
        @face.y = y - 16 + height - @face.height
      elsif $game_message.side == -1
        @face.mirror = true
        @face.x = x + self.contents.width - @face.width + 16
        @face.y = y - 16 + height - @face.height
      end
        @face.x += FACE_X_PLUS
        @face.y += FACE_Y_PLUS
        @face_data = [face_name, index, $game_message.side]
        if @face_data != @face_data_old and FADE_MOVE_WHEN_USE_NEW_FACE; @showtime = 1; @face_data_old = @face_data; end
        @face.opacity = 0 if !nofade and ($nms.face_fade == true and ((FADE_ONLY_FIRST and @showtime <= 1) or (FADE_ONLY_FIRST == false)))
      end
      #--------------------------------------
      # DRAW NAME BOX METHOD
      #-----------------------------------
      def draw_name(name,x,y)
        name = name + NAMEBOX_TEXT_AFTER_NAME
        a = Bitmap.new(33,33)
        a.font.name = NAMEBOX_TEXT_FONT
        a.font.size = NAMEBOX_TEXT_SIZE
        rect = a.text_size(name)
        a.dispose
        @nametxt.bitmap = Bitmap.new(16 + rect.width, rect.height + NAMEBOX_TEXT_HEIGHT_PLUS)
        @nametxt.x = x + 8
        if $game_message.side == 1 or $game_message.side == 2
          @nametxt.x += NAMEBOX_X_PLUS_NEO
        else
          @nametxt.x += NAMEBOX_X_PLUS_NOR
        end
        @nametxt.y = y - 20 + ($game_message.position == 0 ? NAMEBOX_Y_PLUS_TOP : NAMEBOX_Y_PLUS)
        namebox_x_plus = ($game_message.side == 1 or $game_message.side == 2) ? NAMEBOX_X_PLUS_NEO : NAMEBOX_X_PLUS_NOR
        @nametxt.x = ((self.x + $nms.msg_w) - namebox_x_plus - @nametxt.width) if MOVE_NAMEBOX and ($game_message.side == 2 or $game_message.side == -1)
        @namebox = Window.new
        @namebox.windowskin = Cache.system(NAMEBOX_SKIN)
        @namebox.z = self.z + 10
        @namebox.opacity = case @background
        when 0; NAMEBOX_OPACITY
        when 1; NAMEBOX_OPACITY_DIM_BG
        when 2; NAMEBOX_OPACITY_NO_BG
        end
        @namebox.back_opacity = NAMEBOX_BACK_OPACITY
        @namebox.openness = 255
        @namebox.x = @nametxt.x - NAMEBOX_BOX_WIDTH_PLUS
        @namebox.y = @nametxt.y - NAMEBOX_BOX_HEIGHT_PLUS
        @namebox.width = @nametxt.bitmap.width + (NAMEBOX_BOX_WIDTH_PLUS * 2)
        @namebox.height = @nametxt.bitmap.height + (NAMEBOX_BOX_HEIGHT_PLUS * 2)
        # Fixed position bug
        @namebox.x = 0 if @namebox.x < 0
        @namebox.x = (Graphics.width - @namebox.width) if (@namebox.x + @namebox.width) > Graphics.width 
        @nametxt.bitmap.font.name = NAMEBOX_TEXT_FONT
        @nametxt.bitmap.font.size = NAMEBOX_TEXT_SIZE
        @nametxt.bitmap.font.bold = NAMEBOX_TEXT_BOLD
        if NAMEBOX_TEXT_OUTLINE == true
          # MAKE TEXT OUTLINE
          old_shadow = @nametxt.bitmap.font.shadow
          @nametxt.bitmap.font.color = Color.new(0,0,0)
          @nametxt.bitmap.draw_text(0,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
          @nametxt.bitmap.draw_text(0,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
          @nametxt.bitmap.draw_text(2,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
          @nametxt.bitmap.draw_text(2,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
          @nametxt.bitmap.font.shadow = old_shadow
        end
        @nametxt.bitmap.font.color = Color.new($game_message.color[0],$game_message.color[1],$game_message.color[2])
        @nametxt.bitmap.draw_text(1,1,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1)
        @name_text = nil
      end
      
      #--------------------------------------
      # DRAW NEW FACE
      #-----------------------------------
      def nms_draw_new_face
        # Setup Face Name / Index
        name = $game_message.face_name
        index = $game_message.face_index
        animf_test = name.sub(/\[([0-9]+)\]/, "")
        # Animated?
        @animf = $1.to_i > 0 ? true : false
        @animf_maxind = $1.to_i
        @animf_ind = 0
        @animf_dl = $nms.animf_delay
        # CALL DRAW FACE METHOD
        draw_face2(name, self.x, self.y, index, @animf, @animf_ind, @animf_maxind)
      end
      #--------------------------------------
      # UPDATE ANIMATION FACE
      #-----------------------------------
      def update_animate_face
        if (!self.pause or $nms.animf_cont)
          @animf_dl -= 1
          if @animf_dl <= 0
            @animf_ind = (@animf_ind + 1) % @animf_maxind
            @animf_dl = $nms.animf_delay
            draw_face2($game_message.face_name, self.x, self.y, index, @animf, @animf_ind, @animf_maxind, true)
          end
        elsif @animf_ind != 0
          @animf_ind = 0
          draw_face2($game_message.face_name, self.x, self.y, index, @animf, @animf_ind, @animf_maxind, true)
        end
      end
      #--------------------------------------
      # SCROLL TEXT HORIZONTAL
      #-----------------------------------
      def nms_scroll_hori(scr_width)
        biggest = @biggest_text_height > WLH ? @biggest_text_height : WLH
        rect = Rect.new(0, @contents_y, contents.width, biggest)
        bitmap = Bitmap.new(rect.width, rect.height)
        bitmap.blt(0, 0, contents, rect)
        contents.clear_rect(rect)
        rect = Rect.new(0, 0, rect.width, rect.height)
        contents.blt(0 - scr_width, @contents_y, bitmap, rect)
        contents.clear_rect(0, 0, @face.width, @face.height) if @face.bitmap != nil
        bitmap.dispose
        @contents_x = @contents_x - scr_width
      end
      
      #--------------------------------------
      # GET HEX COLOR by RPG & ERZENGEL
      #------------------------------------
      def get_hex(n)
        red = 0
        green = 0
        blue = 0
        if n.size != 6
          print("Hex triplets must be six characters long!\nNormal color will be used.")
          return normal_color
        end
        for i in 1..6
          sliced = n.slice!(/./m)
          value = hexconvert(sliced)
          case i
          when 1; red += value * 16
          when 2; red += value
          when 3; green += value * 16
          when 4; green += value
          when 5; blue += value * 16
          when 6; blue += value
          end
        end
        return Color.new(red, green, blue)
      end
      def hexconvert(n)
        case n
        when "0"; return 0
        when "1"; return 1
        when "2"; return 2
        when "3"; return 3
        when "4"; return 4
        when "5"; return 5
        when "6"; return 6
        when "7"; return 7
        when "8"; return 8
        when "9"; return 9
        when "A"; return 10
        when "B"; return 11
        when "C"; return 12
        when "D"; return 13
        when "E"; return 14
        when "F";return 15
        else; return -1
        end
      end
    end # CLASS END
    
    #==============================================================================
    # NMS +[ADD ON]+ OTHER CLASS
    #------------------------------------------------------------------------------
    #==============================================================================
    
    # STORE variables here~*
    class Game_Message
      attr_accessor :nms_fontname, :nms_fontsize, :event_id, :side, :color, :_name,
    :last_color, :text_delay, :lbl, :msg_w, :msg_h, :msg_x, :max_line, :nms_face_name, 
    :nms_face_index, :next_msg, :typ_se, :typ_file, :typ_skip, :typ_vol, :mback, :mback_opac,
    :qt, :txt_scrl, :msg_h_user, :animf_delay, :animf_cont, :txt_cut, :txt_unl, :txt_scrl_hori,
    :txt_scrl_hori_delay, :face_fade, :face_move, :msg_temp_y, :msg_temp_x, :msg_temp_h,
    :msg_temp_w
    
      
      alias wor_nms_old_ini initialize
      def initialize
        create_nms_data
        wor_nms_old_ini
      end
      
      def create_nms_data
        # NFS
        @side = Window_Base::DEFAULT_FACE_SIDE
        @_name = ""
        @color = Window_Base::NAMEBOX_TEXT_DEFAULT_COLOR
        # NMS
        @last_color = 0
        @nms_fontname = Window_Base::NMS_FONT_NAME
        @nms_fontsize = Window_Base::NMS_FONT_SIZE
        @event_id = 0
        @text_delay = Window_Base::NMS_DELAY_PER_LETTER
        @lbl = true
        @msg_w = Window_Base::NMS_MSGWIN_WIDTH
        @msg_h = @msg_h_user = Window_Base::NMS_MSGWIN_MIN_HEIGHT
        @msg_x = Window_Base::NMS_MSGWIN_X
        @max_line = Window_Base::NMS_MAX_LINE
        @nms_face_name = ""
        @nms_face_index = 1
        @next_msg = false
        @typ_se = Window_Base::TYPING_SOUND
        @typ_file = Window_Base::TYPING_SOUND_FILE
        @typ_skip = Window_Base::TYPING_SOUND_SKIP
        @typ_vol = Window_Base::TYPING_SOUND_VOLUME
        @mback = Window_Base::NMS_MSG_BACK
        @mback_opac = Window_Base::NMS_MSG_BACK_OPACITY
        @qt = Array.new
        @txt_scrl = Window_Base::NMS_TEXT_SCROLL
        @animf_delay = Window_Base::ANIMATE_FACE_DELAY
        @animf_cont = Window_Base::ANIMATE_FACE_CONTINUE
        @txt_cut = Window_Base::NMS_TEXT_AUTO_CUT
        @txt_scrl_hori = Window_Base::NMS_TEXT_AUTO_SCROLL_HORIZONTAL
        @txt_scrl_hori_delay = Window_Base::NMS_TEXT_AUTO_SCROLL_HORIZONTAL_DELAY
        @txt_unl = Window_Base::NMS_USER_NEW_LINE
        @face_fade = Window_Base::FADE_EFFECT
        @face_move = Window_Base::MOVE_EFFECT
        @msg_temp_x = nil
        @msg_temp_y = nil
        @msg_temp_h = nil
        @msg_temp_w = nil
      end
    end
    
    class Game_Map
      attr_accessor :interpreter
    end
    
    class Game_Interpreter
      attr_accessor :params
    end
    
    class Game_Interpreter
      def command_101
        unless $game_message.busy
          $game_message.event_id = @event_id
          $game_message.face_name = @params[0]
          $game_message.face_index = @params[1]
          $game_message.background = @params[2]
          $game_message.position = @params[3]
          next_msg = true
        loop do
          if @list[@index].code == 101 and $game_message.max_line > $game_message.texts.size and next_msg
            @index += 1
          else
            break
          end
          next_msg = false
          while @list[@index].code == 401 and $game_message.max_line > $game_message.texts.size
            next_msg = $game_message.next_msg
            $game_message.texts.push(@list[@index].parameters[0])
            @index += 1
          end
        end
          if @list[@index].code == 102
            setup_choices(@list[@index].parameters)
          elsif @list[@index].code == 103
            setup_num_input(@list[@index].parameters)
          end
          set_message_waiting
        end
        return false
      end
      
      def setup_choices(params)
        if $game_message.texts.size <= $game_message.max_line - params[0].size
          $game_message.choice_start = $game_message.texts.size
          $game_message.choice_max = params[0].size
          for s in params[0]
            $game_message.texts.push(s)
          end
          $game_message.choice_cancel_type = params[1]
          $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }
          @index += 1
        end
      end
    end
    вот скрипт сообщений
    а вот скрипт освещение
    Код:
    =begin
                                  Thomas Edison VX
    
    Version: 0.1
    Author: BulletXt (bulletxt@gmail.com)
    Date: 12/06/2009
    Script based upon Kylock's (http://www.rpgmakervx.net/index.php?showtopic=2432)
    
    
    Description:
     To make an event glow, put a Comment inside event with one of the following
     light modes. When importing this script to a new project, be sure to copy
     Graphics/Pictures/le.png to your project.
     
    Light Modes:
      
     GROUND - Medium steady white light.
     GROUND2 - Medium white light with slight flicker.
     GROUND3 - Small steady red light.
     GROUND4 - Medium steady green light.
     GROUND5 - Medium steady blue light.
     FIRE - Large red light with a slight flicker.
     LIGHT - Small steady white light.
     LIGHT2 - X-Large steady white light.
     LIGHT3 - Small white light with slight flicker.
     TORCH - X-Large red light with a heavy flicker.
     TORCH2 - X-Large red light with a sleight flicker.
     TORCH3 - Large white light with a slight flicker.
    
    You can make a specific light type turn off/on by turning
    one of the following switches id ON/off. By default, the switches are off so
    the lights will show. Of course, turning all switches to ON will make all
    light types go off.
    
    =end
    
    #id switch that if ON turns off FIRE mode lights
    #applies only to light mode: FIRE
    FIRE = 87
    #id switch that if ON turns off LIGHT mode lights
    #applies to light mode: LIGHT, LIGHT2, LIGHT3
    LIGHT = 86
    #id switch that if ON turns off GROUND mode lights
    #applies to light mode: GROUND, GROUND2, GROUND3, GROUND4, GROUND5
    GROUND = 85
    #id switch that if ON turns off TORCH mode lights
    #applies to light mode: TORCH, TORCH2, TORCH3
    TORCH = 84
    
    
    # this value can be true or false. If true, it enables compatibility with
    # KGC_DayNight script. When it's night, lights will automatically go on, when
    # morning comes back lights will go off. If you set this to true, be sure to
    # place this script below KGC_DayNight script in the Scripting Editor of VX.
    ENABLE_KGC_DAY_NIGHT_SCRIPT = false
    
    =begin
    This value must be exactly the same of "PHASE_VARIABLE" setting in KGC_DayNight
    script. By default the script sets it to 11.
    To make the event light go on/off with DayNight system, set the event page
    to be triggered with this variable id and set it to be 1 or above.
    =end
    KGC_DAY_NIGHT_SCRIPT_VARIABLE = 11
    
    =begin
    Tips and tricks:
      You can't make a single specific light inside event go on/off if 
      a condition applies, for example if a switch is ON.
      For the moment, you can achieve this by doing
      a script call immediatley after you make the condition apply.
      If for example the light event must go on if switch 100 is ON, after you turn
      on the switch do this call script:
      $scene = Scene_Map.new
      
      Be aware that doing this call script will make game freeze
      for 30 milliseconds.
    
    ################################################################################
    =end
    
    
    $bulletxt_day_check = 0
    
    class Spriteset_Map
    	
      alias bulletxt_spriteset_map_initalize initialize
    	def initialize
    		@light_effects = []
    		initialize_lights
    		bulletxt_spriteset_map_initalize
    		update
    	end
    
      alias bulletxt_spriteset_map_dispose dispose
    	def dispose
    		bulletxt_spriteset_map_dispose
    		for effect in @light_effects
    			effect.light.dispose
    		end
    		@light_effects = []
    	end
    	
      alias bulletxt_spriteset_map_update update
    	def update
    		bulletxt_spriteset_map_update
        check_day_night if ENABLE_KGC_DAY_NIGHT_SCRIPT
    		update_light_effects
        
    	end
    
      
      def check_day_night
        #if night
       if $bulletxt_day_check == 0 
        if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 1
          $scene = Scene_Map.new
          $bulletxt_day_check = 1
      
        end
        
      else
        #if morning
        if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 3
          $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] = -1
          $scene = Scene_Map.new
          $bulletxt_day_check = 0
        end
      end
      
        
        
      end
      
      
    	def initialize_lights
    		for event in $game_map.events.values
    			next if event.list == nil
    				for i in 0...event.list.size
    
    					if event.list[i].code == 108 and event.list[i].parameters == ["FIRE"]
    						type = "FIRE"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 300 / 100.0
    						light_effects.light.zoom_y = 300 / 100.0
    						light_effects.light.opacity = 100
    						@light_effects.push(light_effects)
    					end
              
    					if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT"]
    						type = "LIGHT"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 1
    						light_effects.light.zoom_y = 1
    						light_effects.light.opacity = 150
    						@light_effects.push(light_effects)
    					end
    					if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT2"]
    						type = "LIGHT2"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 6
    						light_effects.light.zoom_y = 6
    						light_effects.light.opacity = 150
    						@light_effects.push(light_effects)
    					end
    
    					if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT3"]
    						type = "LIGHT3"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 1
    						light_effects.light.zoom_y = 1
    						light_effects.light.opacity = 150
    						@light_effects.push(light_effects)
    					end
              
    					if event.list[i].code == 108 and event.list[i].parameters == ["TORCH"]
    						type = "TORCH"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 6
    						light_effects.light.zoom_y = 6
    						light_effects.light.opacity = 150
    						@light_effects.push(light_effects)
    					end
    					if event.list[i].code == 108 and event.list[i].parameters == ["TORCH2"]
    						type = "TORCH2"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 6
    						light_effects.light.zoom_y = 6
    						light_effects.light.opacity = 150
    						@light_effects.push(light_effects)
    					end
    					if event.list[i].code == 108 and event.list[i].parameters == ["TORCH3"]
    						type = "TORCH3"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 300 / 100.0
    						light_effects.light.zoom_y = 300 / 100.0
    						light_effects.light.opacity = 100
    						@light_effects.push(light_effects)
    					end
              
    					if event.list[i].code == 108 and event.list[i].parameters == ["GROUND"]
    						type = "GROUND"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 2
    						light_effects.light.zoom_y = 2
    						light_effects.light.opacity = 100
    						@light_effects.push(light_effects)
    					end
    					if event.list[i].code == 108 and event.list[i].parameters == ["GROUND2"]
    						type = "GROUND2"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 2
    						light_effects.light.zoom_y = 2
    						light_effects.light.opacity = 100
    						@light_effects.push(light_effects)
    					end
    					if event.list[i].code == 108 and event.list[i].parameters == ["GROUND3"]
    						type = "GROUND3"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 2
    						light_effects.light.zoom_y = 2
    						light_effects.light.opacity = 100
    						@light_effects.push(light_effects)
    					end
    					if event.list[i].code == 108 and event.list[i].parameters == ["GROUND4"]
    						type = "GROUND4"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 2
    						light_effects.light.zoom_y = 2
    						light_effects.light.opacity = 100
    						@light_effects.push(light_effects)
    					end
    					if event.list[i].code == 108 and event.list[i].parameters == ["GROUND5"]
    						type = "GROUND5"
    						light_effects = Light_Effect.new(event,type)
    						light_effects.light.zoom_x = 2
    						light_effects.light.zoom_y = 2
    						light_effects.light.opacity = 100
    						@light_effects.push(light_effects)
    					end
    				end
    			end
    			
    	for effect in @light_effects
    		case effect.type
    		
    		when "FIRE"
    			effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
    			effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
    			effect.light.tone = Tone.new(255,-100,-255, 0)
    			effect.light.blend_type = 1
    		when "LIGHT"
    			effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
    			effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
    			effect.light.blend_type = 1
    		when "LIGHT2"
    			effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    			effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    			effect.light.blend_type = 1
    		when "LIGHT3"
    			effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
    			effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
    			effect.light.blend_type = 1
    		when "TORCH"
    			effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    			effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    			effect.light.tone = Tone.new(255,-100,-255, 0)
    			effect.light.blend_type = 1
    		when "TORCH2"
    			effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    			effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    			effect.light.tone = Tone.new(255,-100,-255, 0)
    			effect.light.blend_type = 1
    		when "TORCH3"
    			effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
    			effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
    			effect.light.blend_type = 1
          
    		when "GROUND"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    			effect.light.blend_type = 1
    		when "GROUND2"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    			effect.light.blend_type = 1
    		when "GROUND3"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    			effect.light.tone = Tone.new(255,-255,-255, 255)
    			effect.light.blend_type = 1
    		when "GROUND4"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    			effect.light.tone = Tone.new(-255,255,-255, 100)
    			effect.light.blend_type = 1
    		when "GROUND5"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    			effect.light.tone = Tone.new(-255,255,255, 100)
    			effect.light.blend_type = 1
    		end
    	end
    end
    
    
    def update_light_effects
    ################################################################################
      
      # handle FIRE
      if $game_switches[FIRE]
        for effect in @light_effects
          next if effect.type != "FIRE" 
          effect.light.visible = false
        end
      else
        for effect in @light_effects
         next if effect.type != "FIRE" 
          effect.light.visible = true
        end
      end
    
      # handle LIGHT
      if $game_switches[LIGHT]
        for effect in @light_effects
          next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3"
          effect.light.visible = false
        end
      else
        for effect in @light_effects
          next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3"
          effect.light.visible = true
        end
      end
    
    
      # handle GROUND
      if $game_switches[GROUND]
        for effect in @light_effects
          next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5" 
          effect.light.visible = false
        end
      else
        for effect in @light_effects
          next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5" 
          effect.light.visible = true
        end
      end
    
    
      # handle TORCH
      if $game_switches[TORCH]
        for effect in @light_effects
          next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3"
          effect.light.visible = false
        end
      else
        for effect in @light_effects
          next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3"
          effect.light.visible = true
        end
      end
    
    
    
    
    
    ################################################################################
    
    	for effect in @light_effects
    		case effect.type
    
    	when "FIRE"
    			effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
    			effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
    			effect.light.opacity = rand(10) + 90
          
    	when "LIGHT"
    			effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
    			effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
    	when "LIGHT2"
    			effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    			effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    	when "LIGHT3"
    			effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
    			effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
    			effect.light.opacity = rand(10) + 90
          
    	when "TORCH"
    			effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 + rand(20) - 10
    			effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 + rand(20) - 10
    			effect.light.opacity = rand(30) + 70
    	when "TORCH2"
    			effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    			effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    			effect.light.opacity = rand(10) + 90
    	when "TORCH3"
    			effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
    			effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
    			effect.light.opacity = rand(10) + 90
          
    	when "GROUND"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    	when "GROUND2"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    			effect.light.opacity = rand(10) + 90
    	when "GROUND3"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    	when "GROUND4"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    	when "GROUND5"
    			effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    			effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    		end
    	end
    
      #close def
    	end
    #close class	
    end
    
    
    class Light_Effect
    	attr_accessor :light
    	attr_accessor :event
    	attr_accessor :type
    	
    	def initialize(event, type)
    		@light = Sprite.new
    		@light.bitmap = Cache.picture("le.png")
    		@light.visible = true
    		@light.z = 1000
    		@event = event
    		@type = type
    	end
    
    end



  6. #636

    По умолчанию

    Спасибо огромное, пытаюсь поставить )))

    поставил скрипт для сообщений, но не могу найти команду, что бы выдавала в диалоге портрет текущего персонажа по типу:
    \np [1] Привет!
    только не имя, а портрет

    а по свету, не могу понять как включать\выключать (((
    Последний раз редактировалось krimwand; 06.04.2012 в 00:43.

  7. #637
    Маститый Аватар для The Joker
    Информация о пользователе
    Регистрация
    16.06.2008
    Сообщений
    1,209
    Записей в дневнике
    11
    Репутация: 29 Добавить или отнять репутацию

    По умолчанию

    Ты имеешь ввиду вот так:
    ййй.jpg
    Если я тебя правильно понял, то скажу, что система на это, насколько знаю, не способна. Это нужно делать через оператор Show Picture/Erase Picture (Показать рисунок / Удалить рисунок). То есть сначала ты показываешь портрет, потом сообщение, потом удаляешь картинку,
    Show Picture
    Show Message
    Erase Picture
    Примерно так. Или показываешь оба портрета сразу, но указываешь имена. Просто поточнее разъясни, как ты хочешь сделать.

    Свет нужно сделать так: выбираешь команду Комментарий (Comment) и там прописываешь, какой нужен источник света:

    GROUND - Medium steady white light.
    GROUND2 - Medium white light with slight flicker.
    GROUND3 - Small steady red light.
    GROUND4 - Medium steady green light.
    GROUND5 - Medium steady blue light.
    FIRE - Large red light with a slight flicker.
    LIGHT - Small steady white light.
    LIGHT2 - X-Large steady white light.
    LIGHT3 - Small white light with slight flicker.
    TORCH - X-Large red light with a heavy flicker.
    TORCH2 - X-Large red light with a sleight flicker.
    TORCH3 - Large white light with a slight flicker.

    Если хочешь контролировать свет, выключать/включать его, то создай две страницы в событии. Одну - пустую, а вторую с комментарием с нужным светом. В условиях запуска события надо указать переключатель, которым ты хочешь включать/выключать свет, назови его соответственно. И когда надо - просто включаешь его.
    Damaged

  8. #638

    По умолчанию

    по поводу портретов:
    в моем проекте игрок может выбрать 4 различных портрета, я хочу что бы тот портрет, который был выбран игроком подставлялся в диалог через команду, по типу подставления имени игрока (как я написал в примере "\np[1], привет" будет выглядеть как "Ваня, привет". Надеюсь что есть команда \nf[1] показывающая портрет текущего игрока; ведь где-то хранится информация о том какой в данный момент портрет у первого персонажа?)

    по поводу света:
    я создаю две страницы, но или свет все время горит или вообще не горит, включение выключение переключателя не помогает ((
    (счас скрины попробую выложить)
    kamin.jpg
    Последний раз редактировалось krimwand; 06.04.2012 в 13:42.

  9. #639
    Маститый Аватар для The Joker
    Информация о пользователе
    Регистрация
    16.06.2008
    Сообщений
    1,209
    Записей в дневнике
    11
    Репутация: 29 Добавить или отнять репутацию

    По умолчанию

    Код:
    #id switch that if ON turns off FIRE mode lights
    #applies only to light mode: FIRE
    FIRE = 87
    #id switch that if ON turns off LIGHT mode lights
    #applies to light mode: LIGHT, LIGHT2, LIGHT3
    LIGHT = 86
    #id switch that if ON turns off GROUND mode lights
    #applies to light mode: GROUND, GROUND2, GROUND3, GROUND4, GROUND5
    GROUND = 85
    #id switch that if ON turns off TORCH mode lights
    #applies to light mode: TORCH, TORCH2, TORCH3
    TORCH = 84
    Что-то я сплоховал. Вот это код из скрипта. Выделенные жирным числа - номера переменных, которые отвечают за включение/выключение определенных видов освещения. Эти числа ты можешь задать сам. Можешь вообще одно для всех установить - тогда будут включаться/выключаться все события освещения сразу.

    Код:
    \fa[face_file_name, face_index] (or) \fa[face_file_name, face_index, new_side]
    << Draw new face while message is running~
    face_file_name: Face image's name
    face_index:     Index of the face in image (0 - 7)
    new_side:       Face side you want to change to
    Итак, первая строчка - синтаксис команды. Как использовать - первый параметр - название файла, который содержит фейс, далее номер (от 0 до 7). И последний параметр использовать необязательно. Придется создавать много страниц сообщений, для каждого фейса.

    Или есть вариант, но не знаю, работоспособен он или нет.
    1. Создай Faceset (набор лиц) с лицами героев, идущих подряд. Назовие его, например, actor_face.
    2. Когда игрок выбирает лицо, пусть задается значение переменной. Ноль - если первый фейс, единица - второй, двойка - третий, тройка - четвертый. Пусть это будет переменная с номером N.
    3. В сообщении прописывай команду \fa[actor_face, \V[N]] . Команда \V[N] должна подставлять значение переменной N. незнаю, работает ли.
    Damaged

  10. #640

    По умолчанию

    Спасибо, Joker, попробую с лицами вечерком похимичить, а со светом я эти строчки нашел, но не понял куда и как вписывать эти числа?

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