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Auto Skipping Message
#1
Auto Skipping Message
Sonokawa
Sep 2 2006

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This is the Script to Auto Skip the Message .
You go in Window_Message , replace all with my Code

Địt lồn mẹ mấy thằng ngu kia , nếu chúng mày ko nhận ra tao là Nguyễn Vũ Dương thì tự cắn buồi mà chết đi đồ ngu ạ ! Xin lỗi mọi người , nếu em có chửi nhầm ai thì bỏ quá cho em
TranslationIf you do not recognize me as Nguyen Vu Duong, you will bite me and kill me! Sorry everyone, if you have misdirected anyone, then give up for you


Code:
#==============================================================================
# ¦ Window_Message
#------------------------------------------------------------------------------
# Created by 'Sonokawa' , you can replace this Script in 'Window_Message'
# and use it easily , change the font property at the line 70 and 71
#==============================================================================

class Window_Message < Window_Selectable
# ------------------------------------
  def initialize
    super(80, 304, 480, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.z = 9998
    @update_text = true
    @fade_in = false
    @fade_out = false
    @contents_showing = false
    @cursor_width = 0
    @lineheight = 32
    @speed = 1
    @speed_frames = 1
    @pause_frames = -1
    @instant_show = false
    self.active = false
    self.index = -1
  end
# ------------------------------------
  def dispose
    terminate_message
    $game_temp.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    super
  end
# ------------------------------------
  def terminate_message
    self.active = false
    self.pause = false
    self.index = -1
    self.contents.clear
    @speed = 1
    @speed_frames = 1
    @pause_frames = -1
    @instant_show = false
    @update_text = true
    @lineheight = 32
    @contents_showing = false
    if $game_temp.message_proc != nil
      $game_temp.message_proc.call
    end
    $game_temp.message_text = nil
    $game_temp.message_proc = nil
    $game_temp.choice_start = 99
    $game_temp.choice_max = 0
    $game_temp.choice_cancel_type = 0
    $game_temp.choice_proc = nil
    $game_temp.num_input_start = 99
    $game_temp.num_input_variable_id = 0
    $game_temp.num_input_digits_max = 0
    if @gold_window != nil
      @gold_window.dispose
      @gold_window = nil
    end
  end
# ------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.name = "Tahoma" # Change the font name here ^^
    self.contents.font.size = 22 # Change the font size here ^^
    self.contents.font.color = normal_color
    @x = @y = 0
    @cursor_width = 0
    if $game_temp.choice_start == 0
      @x = 8
    end
    if $game_temp.message_text != nil
      @text = $game_temp.message_text
      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
      @text.gsub!(/\\\\/) { "\000" }
      @text.gsub!(/\\[Cc]\[([0123456789ABCDEFx]+)\]/) { "\001[#{$1}]" }
      @text.gsub!(/\\[Gg]/) { "\002" }
      @text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\003[#{$1}]" }
      @text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\004[#{$1}]" }
      @text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\014[#{$1}]" }
      @text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\015[#{$1}]" }
      @text.gsub!(/\\[Kk]\[([0-9]+)\]/) { "\022[#{$1}]" }
      @text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\023[#{$1}]" }
      @text.gsub!(/\\[Tt]\[([0-9]+)\]/) { "\024[#{$1}]" }
      @text.gsub!(/\\[Pp]\[([0-9]+)\]/) { "\025[#{$1}]" }
      @text.gsub!(/\\[Bb]/) { "\026" }
    end
  end
# ------------------------------------
  def reset_window
    if $game_temp.in_battle
      self.y = 16
    else
      case $game_system.message_position
      when 0
        self.y = 16
      when 1
        self.y = 160
      when 2
        self.y = 304
      end
    end
    if $game_system.message_frame == 0
      self.opacity = 255
    else
      self.opacity = 0
    end
    self.back_opacity = 160
  end
# ------------------------------------
  def update_text
    if @text != nil
      while ((c = @text.slice!(/./m)) != nil)
        if c == "\000"
          c = "\\"
        end
        if c == "\001"
          @text.sub!(/\[([0123456789ABCDEFx]+)\]/, "")
          temp_color = $1
          color = temp_color.to_i
          leading_x = temp_color.to_s.slice!(/./m)
          if leading_x == "x"
            self.contents.font.color = hex_color(temp_color)
            next
          end
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
          next
        end
        if c == "\002"
          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
          next
        end
          if c == "\003"
          @text.sub!(/\[([0-9]+)\]/, "")
          item_sub = $1.to_i
          c = $data_items[item_sub].name
          l = self.contents.text_size(c).width
          draw_item_name($data_items[item_sub], @x, @y * 32)
          @x = @x + l + 24
          next
        end
         if c == "\004"
          @text.sub!(/\[([0-9]+)\]/, "")
          fontize = $1.to_i
          case fontize
            when 1
              self.contents.font.name = "Arial"
            when 2
              self.contents.font.name = "High Tower Text"
            when 3
              self.contents.font.name = "Tw Cen MT"
            when 4
              self.contents.font.name = "Tahoma"
          end
          next
        end
        if c == "\014"
          @text.sub!(/\[([0-9]+)\]/, "")
          w_sub = $1.to_i
          c = $data_weapons[w_sub].name
          l = self.contents.text_size(c).width
          bitmap = RPG::Cache.icon($data_weapons[w_sub].icon_name)
          self.contents.blt(@x+4, @y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
          @x += 28
          self.contents.draw_text(@x+4, 32 * @y, l+32, @lineheight, c)
          @x = @x + l
          next
        end
        if c == "\015"
          @text.sub!(/\[([0-9]+)\]/, "")
          a_sub = $1.to_i
          c = $data_armors[a_sub].name
          l = self.contents.text_size(c).width
          bitmap = RPG::Cache.icon($data_armors[a_sub].icon_name)
          self.contents.blt(@x+4, @y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
          @x += 28
          self.contents.draw_text(@x+4, 32 * @y, l+32, @lineheight, c)
          @x = @x + l
          next
        end
        if c == "\022"
          @text.sub!(/\[([0-9]+)\]/, "")
          skill_sub = $1.to_i
          c = $data_skills[skill_sub].name
          l = self.contents.text_size(c).width
          bitmap = RPG::Cache.icon($data_skills[skill_sub].icon_name)
          self.contents.blt(@x+4, @y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
          @x += 28
          self.contents.draw_text(@x+4, 32 * @y, l+32, @lineheight, c)
          @x = @x + l
          next
        end
        if c == "\023"
          @text.sub!(/\[([0-9]+)\]/, "")
          bigness = $1.to_i
          self.contents.font.size = bigness
          @lineheight = bigness
          next
        end
        if c == "\024"
          @text.sub!(/\[([0-9]+)\]/, "")
          @speed = $1.to_i
          @speed_frames = @speed
          next
        end
        if c == "\025"
          @text.sub!(/\[([0-9]+)\]/, "")
          @pause_frames = $1.to_i
          next
        end
        if c == "\026"
          if @instant_show == true
            @instant_show = false
          else
            @instant_show = true
          end
          next
        end
        if c == "\n"
          if @y >= $game_temp.choice_start
            @cursor_width = [@cursor_width, @x].max
          end
          @y += 1
          @x = 0
          if @y >= $game_temp.choice_start
            @x = 8
          end
          next
        end
        self.contents.draw_text(4 + @x, 32 * @y, 40, @lineheight, c)
        @x += self.contents.text_size(c).width
        return
      end
    end
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    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
    @update_text = false
  end
# ------------------------------------
  def update
    super
    if @fade_in
      self.contents_opacity = 255
      if @input_number_window != nil
        @input_number_window.contents_opacity = 255
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
    end
    if @input_number_window != nil
      @input_number_window.update
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    if @contents_showing
      if @update_text
        if @pause_frames > 0
          @pause_frames -= 1
          return
        end
        @speed_frames -= 1
        if @speed_frames == 0
          @speed_frames = @speed
          update_text
          if $DEBUG
            while Input.press?(Input::SHIFT) && @update_text
              update_text
            end
          end
          if @instant_show
            while @instant_show && @update_text
              update_text
            end
          end
          return
        end
      end
      if $game_temp.choice_max == 0
        self.pause = true
      end
      if self.pause == true && Input.dir4 != 0
        terminate_message
      end
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
        terminate_message if self.pause == true
      end
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    if self.visible
      @fade_out = true
      self.opacity = 0
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
# ------------------------------------
  def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      self.cursor_rect.set(8, n * 32, @cursor_width, 32)
    else
      self.cursor_rect.empty
    end
  end
end

# ==============================================================================
# ** End of Auto Skipping Message - made by "Sonokawa" ^^
# ==============================================================================
}


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