Files
infinitefusion-e18/Data/Scripts/007_Objects and windows/011_Messages.rb
2022-03-19 20:49:00 -04:00

1031 lines
30 KiB
Ruby

#===============================================================================
#
#===============================================================================
class Scene_Map
def updatemini
oldmws = $game_temp.message_window_showing
$game_temp.message_window_showing = true
loop do
$game_map.update
$game_player.update
$game_system.update
if $game_screen
$game_screen.update
else
$game_map.screen.update
end
break unless $game_temp.player_transferring
transfer_player
break if $game_temp.transition_processing
end
$game_temp.message_window_showing = oldmws
@spriteset.update if @spriteset
@message_window.update if @message_window
end
end
class Scene_Battle
def updatemini
if self.respond_to?("update_basic")
update_basic(true)
update_info_viewport # Update information viewport
else
oldmws = $game_temp.message_window_showing
$game_temp.message_window_showing = true
# Update system (timer) and screen
$game_system.update
if $game_screen
$game_screen.update
else
$game_map.screen.update
end
# If timer has reached 0
if $game_system.timer_working && $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update if @help_window
@party_command_window.update if @party_command_window
@actor_command_window.update if @actor_command_window
@status_window.update if @status_window
$game_temp.message_window_showing = oldmws
@message_window.update if @message_window
# Update sprite set
@spriteset.update if @spriteset
end
end
end
def pbMapInterpreter
if $game_map.respond_to?("interpreter")
return $game_map.interpreter
elsif $game_system
return $game_system.map_interpreter
end
return nil
end
def pbMapInterpreterRunning?
interp = pbMapInterpreter
return interp && interp.running?
end
def pbRefreshSceneMap
if $scene && $scene.is_a?(Scene_Map)
if $scene.respond_to?("miniupdate")
$scene.miniupdate
else
$scene.updatemini
end
elsif $scene && $scene.is_a?(Scene_Battle)
$scene.updatemini
end
end
def pbUpdateSceneMap
if $scene && $scene.is_a?(Scene_Map) && !pbIsFaded?
if $scene.respond_to?("miniupdate")
$scene.miniupdate
else
$scene.updatemini
end
elsif $scene && $scene.is_a?(Scene_Battle)
$scene.updatemini
end
end
#===============================================================================
#
#===============================================================================
def pbEventCommentInput(*args)
parameters = []
list = *args[0].list # Event or event page
elements = *args[1] # Number of elements
trigger = *args[2] # Trigger
return nil if list == nil
return nil unless list.is_a?(Array)
for item in list
next unless item.code == 108 || item.code == 408
if item.parameters[0] == trigger
start = list.index(item) + 1
finish = start + elements
for id in start...finish
next if !list[id]
parameters.push(list[id].parameters[0])
end
return parameters
end
end
return nil
end
def pbCurrentEventCommentInput(elements, trigger)
return nil if !pbMapInterpreterRunning?
event = pbMapInterpreter.get_character(0)
return nil if !event
return pbEventCommentInput(event, elements, trigger)
end
#===============================================================================
#
#===============================================================================
class ChooseNumberParams
def initialize
@maxDigits = 0
@minNumber = 0
@maxNumber = 0
@skin = nil
@messageSkin = nil
@negativesAllowed = false
@initialNumber = 0
@cancelNumber = nil
end
def setMessageSkin(value)
@messageSkin = value
end
def messageSkin # Set the full path for the message's window skin
@messageSkin
end
def setSkin(value)
@skin = value
end
def skin
@skin
end
def setNegativesAllowed(value)
@negativeAllowed = value
end
def negativesAllowed
@negativeAllowed ? true : false
end
def setRange(minNumber, maxNumber)
maxNumber = minNumber if minNumber > maxNumber
@maxDigits = 0
@minNumber = minNumber
@maxNumber = maxNumber
end
def setDefaultValue(number)
@initialNumber = number
@cancelNumber = nil
end
def setInitialValue(number)
@initialNumber = number
end
def setCancelValue(number)
@cancelNumber = number
end
def initialNumber
return clamp(@initialNumber, self.minNumber, self.maxNumber)
end
def cancelNumber
return @cancelNumber || self.initialNumber
end
def minNumber
ret = 0
if @maxDigits > 0
ret = -((10 ** @maxDigits) - 1)
else
ret = @minNumber
end
ret = 0 if !@negativeAllowed && ret < 0
return ret
end
def maxNumber
ret = 0
if @maxDigits > 0
ret = ((10 ** @maxDigits) - 1)
else
ret = @maxNumber
end
ret = 0 if !@negativeAllowed && ret < 0
return ret
end
def setMaxDigits(value)
@maxDigits = [1, value].max
end
def maxDigits
if @maxDigits > 0
return @maxDigits
else
return [numDigits(self.minNumber), numDigits(self.maxNumber)].max
end
end
private
def clamp(v, mn, mx)
return v < mn ? mn : (v > mx ? mx : v)
end
def numDigits(number)
ans = 1
number = number.abs
while number >= 10
ans += 1
number /= 10
end
return ans
end
end
def pbChooseNumber(msgwindow, params)
return 0 if !params
ret = 0
maximum = params.maxNumber
minimum = params.minNumber
defaultNumber = params.initialNumber
cancelNumber = params.cancelNumber
cmdwindow = Window_InputNumberPokemon.new(params.maxDigits)
cmdwindow.z = 99999
cmdwindow.visible = true
cmdwindow.setSkin(params.skin) if params.skin
cmdwindow.sign = params.negativesAllowed # must be set before number
cmdwindow.number = defaultNumber
pbPositionNearMsgWindow(cmdwindow, msgwindow, :right)
loop do
Graphics.update
Input.update
pbUpdateSceneMap
cmdwindow.update
msgwindow.update if msgwindow
yield if block_given?
if Input.trigger?(Input::USE)
ret = cmdwindow.number
if ret > maximum
pbPlayBuzzerSE()
elsif ret < minimum
pbPlayBuzzerSE()
else
pbPlayDecisionSE()
break
end
elsif Input.trigger?(Input::BACK)
pbPlayCancelSE()
ret = cancelNumber
break
end
end
cmdwindow.dispose
Input.update
return ret
end
#===============================================================================
#
#===============================================================================
class FaceWindowVX < SpriteWindow_Base
def initialize(face)
super(0, 0, 128, 128)
faceinfo = face.split(",")
facefile = pbResolveBitmap("Graphics/Faces/" + faceinfo[0])
facefile = pbResolveBitmap("Graphics/Pictures/" + faceinfo[0]) if !facefile
self.contents.dispose if self.contents
@faceIndex = faceinfo[1].to_i
@facebitmaptmp = AnimatedBitmap.new(facefile)
@facebitmap = BitmapWrapper.new(96, 96)
@facebitmap.blt(0, 0, @facebitmaptmp.bitmap, Rect.new(
(@faceIndex % 4) * 96,
(@faceIndex / 4) * 96, 96, 96
))
self.contents = @facebitmap
end
def update
super
if @facebitmaptmp.totalFrames > 1
@facebitmaptmp.update
@facebitmap.blt(0, 0, @facebitmaptmp.bitmap, Rect.new(
(@faceIndex % 4) * 96,
(@faceIndex / 4) * 96, 96, 96
))
end
end
def dispose
@facebitmaptmp.dispose
@facebitmap.dispose if @facebitmap
super
end
end
#===============================================================================
#
#===============================================================================
def pbGetBasicMapNameFromId(id)
begin
map = pbLoadMapInfos
return "" if !map
return map[id].name
rescue
return ""
end
end
def pbGetMapNameFromId(id)
map = pbGetBasicMapNameFromId(id)
map.gsub!(/\\PN/, $Trainer.name) if $Trainer
return map
end
def pbCsvField!(str)
ret = ""
str.sub!(/\A\s*/, "")
if str[0, 1] == "\""
str[0, 1] = ""
escaped = false
fieldbytes = 0
str.scan(/./) do |s|
fieldbytes += s.length
break if s == "\"" && !escaped
if s == "\\" && !escaped
escaped = true
else
ret += s
escaped = false
end
end
str[0, fieldbytes] = ""
if !str[/\A\s*,/] && !str[/\A\s*$/]
raise _INTL("Invalid quoted field (in: {1})", ret)
end
str[0, str.length] = $~.post_match
else
if str[/,/]
str[0, str.length] = $~.post_match
ret = $~.pre_match
else
ret = str.clone
str[0, str.length] = ""
end
ret.gsub!(/\s+$/, "")
end
return ret
end
def pbCsvPosInt!(str)
ret = pbCsvField!(str)
if !ret[/\A\d+$/]
raise _INTL("Field {1} is not a positive integer", ret)
end
return ret.to_i
end
#===============================================================================
# Money and coins windows
#===============================================================================
def pbGetGoldString
moneyString = ""
begin
moneyString = _INTL("${1}", $Trainer.money.to_s_formatted)
rescue
if $data_system.respond_to?("words")
moneyString = _INTL("{1} {2}", $game_party.gold, $data_system.words.gold)
else
moneyString = _INTL("{1} {2}", $game_party.gold, Vocab.gold)
end
end
return moneyString
end
def pbDisplayGoldWindow(msgwindow)
moneyString = pbGetGoldString()
goldwindow = Window_AdvancedTextPokemon.new(_INTL("Money:\n<ar>{1}</ar>", moneyString))
goldwindow.setSkin("Graphics/Windowskins/goldskin")
goldwindow.resizeToFit(goldwindow.text, Graphics.width)
goldwindow.width = 160 if goldwindow.width <= 160
if msgwindow.y == 0
goldwindow.y = Graphics.height - goldwindow.height
else
goldwindow.y = 0
end
goldwindow.viewport = msgwindow.viewport
goldwindow.z = msgwindow.z
return goldwindow
end
def pbDisplayBattleFactoryPointsWindow(msgwindow)
pbDisplayVariableWindow(msgwindow,"Tokens",BATTLE_FACTORY_TOKENS)
end
def pbDisplayVariableWindow(msgwindow,name,variable_id)
pointsString = $game_variables[variable_id].to_s
pointswindow = Window_AdvancedTextPokemon.new(_INTL("{1}:\n<ar>{2}</ar>",name, pointsString))
pointswindow.setSkin("Graphics/Windowskins/goldskin")
pointswindow.resizeToFit(pointswindow.text, Graphics.width)
pointswindow.width = 160 if pointswindow.width <= 160
if msgwindow.y == 0
pointswindow.y = Graphics.height - pointswindow.height
else
pointswindow.y = 0
end
pointswindow.viewport = msgwindow.viewport
pointswindow.z = msgwindow.z
return pointswindow
end
def pbDisplayTwoVariableWindow(msgwindow,name1,variable1_id,name2, variable2_id)
pointsString1 = $game_variables[variable1_id].to_s
pointsString2 = $game_variables[variable2_id].to_s
pointswindow = Window_AdvancedTextPokemon.new(_INTL("{1}:<ar>{2}</ar>\n{3}:<ar>{4}</ar>",name1, pointsString1,name2,pointsString2))
pointswindow.setSkin("Graphics/Windowskins/goldskin")
pointswindow.resizeToFit(pointswindow.text, Graphics.width)
pointswindow.width = 160 if pointswindow.width <= 160
if msgwindow.y == 0
pointswindow.y = Graphics.height - pointswindow.height
else
pointswindow.y = 0
end
pointswindow.viewport = msgwindow.viewport
pointswindow.z = msgwindow.z
return pointswindow
end
def pbDisplayHeartScalesWindow(msgwindow)
pointsString = $PokemonBag.pbQuantity(:HEARTSCALE).to_s
pointswindow = Window_AdvancedTextPokemon.new(_INTL("Heart Scales:\n<ar>{1}</ar>", pointsString))
pointswindow.setSkin("Graphics/Windowskins/goldskin")
pointswindow.resizeToFit(pointswindow.text, Graphics.width)
pointswindow.width = 160 if pointswindow.width <= 160
if msgwindow.y == 0
pointswindow.y = Graphics.height - pointswindow.height
else
pointswindow.y = 0
end
pointswindow.viewport = msgwindow.viewport
pointswindow.z = msgwindow.z
return pointswindow
end
def pbDisplayCoinsWindow(msgwindow, goldwindow)
coinString = ($Trainer) ? $Trainer.coins.to_s_formatted : "0"
coinwindow = Window_AdvancedTextPokemon.new(_INTL("Coins:\n<ar>{1}</ar>", coinString))
coinwindow.setSkin("Graphics/Windowskins/goldskin")
coinwindow.resizeToFit(coinwindow.text, Graphics.width)
coinwindow.width = 160 if coinwindow.width <= 160
if msgwindow.y == 0
coinwindow.y = (goldwindow) ? goldwindow.y - coinwindow.height : Graphics.height - coinwindow.height
else
coinwindow.y = (goldwindow) ? goldwindow.height : 0
end
coinwindow.viewport = msgwindow.viewport
coinwindow.z = msgwindow.z
return coinwindow
end
def pbDisplayBattlePointsWindow(msgwindow)
pointsString = ($Trainer) ? $Trainer.battle_points.to_s_formatted : "0"
pointswindow = Window_AdvancedTextPokemon.new(_INTL("Battle Points:\n<ar>{1}</ar>", pointsString))
pointswindow.setSkin("Graphics/Windowskins/goldskin")
pointswindow.resizeToFit(pointswindow.text, Graphics.width)
pointswindow.width = 160 if pointswindow.width <= 160
if msgwindow.y == 0
pointswindow.y = Graphics.height - pointswindow.height
else
pointswindow.y = 0
end
pointswindow.viewport = msgwindow.viewport
pointswindow.z = msgwindow.z
return pointswindow
end
#===============================================================================
#
#===============================================================================
def pbCreateStatusWindow(viewport = nil)
msgwindow = Window_AdvancedTextPokemon.new("")
if !viewport
msgwindow.z = 99999
else
msgwindow.viewport = viewport
end
msgwindow.visible = false
msgwindow.letterbyletter = false
pbBottomLeftLines(msgwindow, 2)
skinfile = MessageConfig.pbGetSpeechFrame()
msgwindow.setSkin(skinfile)
return msgwindow
end
def pbCreateMessageWindow(viewport = nil, skin = nil)
msgwindow = Window_AdvancedTextPokemon.new("")
if !viewport
msgwindow.z = 99999
else
msgwindow.viewport = viewport
end
msgwindow.visible = true
msgwindow.letterbyletter = true
msgwindow.back_opacity = MessageConfig::WINDOW_OPACITY
pbBottomLeftLines(msgwindow, 2)
$game_temp.message_window_showing = true if $game_temp
skin = MessageConfig.pbGetSpeechFrame() if !skin
msgwindow.setSkin(skin)
return msgwindow
end
def pbDisposeMessageWindow(msgwindow)
$game_temp.message_window_showing = false if $game_temp
msgwindow.dispose
end
#===============================================================================
# Main message-displaying function
#===============================================================================
def pbMessageDisplay(msgwindow, message, letterbyletter = true, commandProc = nil)
return if !msgwindow
oldletterbyletter = msgwindow.letterbyletter
msgwindow.letterbyletter = (letterbyletter) ? true : false
ret = nil
commands = nil
facewindow = nil
goldwindow = nil
coinwindow = nil
battlepointswindow = nil
cmdvariable = 0
cmdIfCancel = 0
msgwindow.waitcount = 0
autoresume = false
text = message.clone
msgback = nil
linecount = (Graphics.height > 400) ? 3 : 2
### Text replacement
text.gsub!(/\\sign\[([^\]]*)\]/i) { # \sign[something] gets turned into
next "\\op\\cl\\ts[]\\w[" + $1 + "]" # \op\cl\ts[]\w[something]
}
text.gsub!(/\\\\/, "\5")
text.gsub!(/\\1/, "\1")
if $game_actors
text.gsub!(/\\n\[([1-8])\]/i) {
m = $1.to_i
next $game_actors[m].name
}
end
text.gsub!(/\\pn/i, $Trainer.name) if $Trainer
text.gsub!(/\\pm/i, _INTL("${1}", $Trainer.money.to_s_formatted)) if $Trainer
text.gsub!(/\\n/i, "\n")
text.gsub!(/\\\[([0-9a-f]{8,8})\]/i) { "<c2=" + $1 + ">" }
text.gsub!(/\\pg/i, "\\b") if $Trainer && $Trainer.male?
text.gsub!(/\\pg/i, "\\r") if $Trainer && $Trainer.female?
text.gsub!(/\\pog/i, "\\r") if $Trainer && $Trainer.male?
text.gsub!(/\\pog/i, "\\b") if $Trainer && $Trainer.female?
text.gsub!(/\\pg/i, "")
text.gsub!(/\\pog/i, "")
text.gsub!(/\\b/i, "<c3=3050C8,D0D0C8>")
text.gsub!(/\\r/i, "<c3=E00808,D0D0C8>")
text.gsub!(/\\[Ww]\[([^\]]*)\]/) {
w = $1.to_s
if w == ""
msgwindow.windowskin = nil
else
msgwindow.setSkin("Graphics/Windowskins/#{w}", false)
end
next ""
}
isDarkSkin = isDarkWindowskin(msgwindow.windowskin)
text.gsub!(/\\[Cc]\[([0-9]+)\]/) {
m = $1.to_i
next getSkinColor(msgwindow.windowskin, m, isDarkSkin)
}
loop do
last_text = text.clone
text.gsub!(/\\v\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
break if text == last_text
end
loop do
last_text = text.clone
text.gsub!(/\\l\[([0-9]+)\]/i) {
linecount = [1, $1.to_i].max
next ""
}
break if text == last_text
end
colortag = ""
if $game_system && $game_system.respond_to?("message_frame") &&
$game_system.message_frame != 0
colortag = getSkinColor(msgwindow.windowskin, 0, true)
else
colortag = getSkinColor(msgwindow.windowskin, 0, isDarkSkin)
end
text = colortag + text
### Controls
textchunks = []
controls = []
while text[/(?:\\(f|ff|ts|cl|me|se|wt|wtnp|ch)\[([^\]]*)\]|\\(g|cn|pt|ft|hs|wd|wm|op|cl|wu|\.|\||\!|\^))/i]
textchunks.push($~.pre_match)
if $~[1]
controls.push([$~[1].downcase, $~[2], -1])
else
controls.push([$~[3].downcase, "", -1])
end
text = $~.post_match
end
textchunks.push(text)
for chunk in textchunks
chunk.gsub!(/\005/, "\\")
end
textlen = 0
for i in 0...controls.length
control = controls[i][0]
case control
when "wt", "wtnp", ".", "|"
textchunks[i] += "\2"
when "!"
textchunks[i] += "\1"
end
textlen += toUnformattedText(textchunks[i]).scan(/./m).length
controls[i][2] = textlen
end
text = textchunks.join("")
signWaitCount = 0
signWaitTime = Graphics.frame_rate / 2
haveSpecialClose = false
specialCloseSE = ""
for i in 0...controls.length
control = controls[i][0]
param = controls[i][1]
case control
when "op"
signWaitCount = signWaitTime + 1
when "cl"
text = text.sub(/\001\z/, "") # fix: '$' can match end of line as well
haveSpecialClose = true
specialCloseSE = param
when "f"
facewindow.dispose if facewindow
facewindow = PictureWindow.new("Graphics/Pictures/#{param}")
when "ff"
facewindow.dispose if facewindow
facewindow = FaceWindowVX.new(param)
when "ch"
cmds = param.clone
cmdvariable = pbCsvPosInt!(cmds)
cmdIfCancel = pbCsvField!(cmds).to_i
commands = []
while cmds.length > 0
commands.push(pbCsvField!(cmds))
end
when "wtnp", "^"
text = text.sub(/\001\z/, "") # fix: '$' can match end of line as well
when "se"
if controls[i][2] == 0
startSE = param
controls[i] = nil
end
end
end
if startSE != nil
pbSEPlay(pbStringToAudioFile(startSE))
elsif signWaitCount == 0 && letterbyletter
pbPlayDecisionSE()
end
########## Position message window ##############
pbRepositionMessageWindow(msgwindow, linecount)
if facewindow
pbPositionNearMsgWindow(facewindow, msgwindow, :left)
facewindow.viewport = msgwindow.viewport
facewindow.z = msgwindow.z
end
atTop = (msgwindow.y == 0)
########## Show text #############################
msgwindow.text = text
Graphics.frame_reset if Graphics.frame_rate > 40
loop do
if signWaitCount > 0
signWaitCount -= 1
if atTop
msgwindow.y = -msgwindow.height * signWaitCount / signWaitTime
else
msgwindow.y = Graphics.height - msgwindow.height * (signWaitTime - signWaitCount) / signWaitTime
end
end
for i in 0...controls.length
next if !controls[i]
next if controls[i][2] > msgwindow.position || msgwindow.waitcount != 0
control = controls[i][0]
param = controls[i][1]
case control
when "f"
isFusion = param.to_i > NB_POKEMON
head = getBasePokemonID(param.to_i, false)
body = getBasePokemonID(param.to_i, true)
facewindow.dispose if facewindow
path = obtainPokemonSpritePath(body, head, $game_variables[CUSTOM_SPRITES_ENABLED] == 0)
facewindow = isFusion ? PictureWindow.new(path) : PictureWindow.new("Graphics/Battlers/#{head}/#{head}.png")
pbPositionNearMsgWindow(facewindow, msgwindow, :left)
facewindow.viewport = msgwindow.viewport
facewindow.z = msgwindow.z
when "ff"
facewindow.dispose if facewindow
facewindow = FaceWindowVX.new(param)
pbPositionNearMsgWindow(facewindow, msgwindow, :left)
facewindow.viewport = msgwindow.viewport
facewindow.z = msgwindow.z
when "g" # Display gold window
goldwindow.dispose if goldwindow
goldwindow = pbDisplayGoldWindow(msgwindow)
when "ft" # Display battle factory tokens
goldwindow.dispose if goldwindow
goldwindow = pbDisplayBattleFactoryPointsWindow(msgwindow)
when "hs" # Display heartscakes
goldwindow.dispose if goldwindow
goldwindow = pbDisplayHeartScalesWindow(msgwindow)
when "cn" # Display coins window
coinwindow.dispose if coinwindow
coinwindow = pbDisplayCoinsWindow(msgwindow, goldwindow)
when "pt" # Display battle points window
battlepointswindow.dispose if battlepointswindow
battlepointswindow = pbDisplayBattlePointsWindow(msgwindow)
when "wu"
msgwindow.y = 0
atTop = true
msgback.y = msgwindow.y if msgback
pbPositionNearMsgWindow(facewindow, msgwindow, :left)
msgwindow.y = -msgwindow.height * signWaitCount / signWaitTime
when "wm"
atTop = false
msgwindow.y = (Graphics.height - msgwindow.height) / 2
msgback.y = msgwindow.y if msgback
pbPositionNearMsgWindow(facewindow, msgwindow, :left)
when "wd"
atTop = false
msgwindow.y = Graphics.height - msgwindow.height
msgback.y = msgwindow.y if msgback
pbPositionNearMsgWindow(facewindow, msgwindow, :left)
msgwindow.y = Graphics.height - msgwindow.height * (signWaitTime - signWaitCount) / signWaitTime
when "ts" # Change text speed
msgwindow.textspeed = (param == "") ? -999 : param.to_i
when "." # Wait 0.25 seconds
msgwindow.waitcount += Graphics.frame_rate / 4
when "|" # Wait 1 second
msgwindow.waitcount += Graphics.frame_rate
when "wt" # Wait X/20 seconds
param = param.sub(/\A\s+/, "").sub(/\s+\z/, "")
msgwindow.waitcount += param.to_i * Graphics.frame_rate / 20
when "wtnp" # Wait X/20 seconds, no pause
param = param.sub(/\A\s+/, "").sub(/\s+\z/, "")
msgwindow.waitcount = param.to_i * Graphics.frame_rate / 20
autoresume = true
when "^" # Wait, no pause
autoresume = true
when "se" # Play SE
pbSEPlay(pbStringToAudioFile(param))
when "me" # Play ME
pbMEPlay(pbStringToAudioFile(param))
end
controls[i] = nil
end
break if !letterbyletter
Graphics.update
Input.update
facewindow.update if facewindow
if autoresume && msgwindow.waitcount == 0
msgwindow.resume if msgwindow.busy?
break if !msgwindow.busy?
end
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
if msgwindow.busy?
pbPlayDecisionSE if msgwindow.pausing?
msgwindow.resume
else
break if signWaitCount == 0
end
end
pbUpdateSceneMap
msgwindow.update
yield if block_given?
break if (!letterbyletter || commandProc || commands) && !msgwindow.busy?
end
Input.update # Must call Input.update again to avoid extra triggers
msgwindow.letterbyletter = oldletterbyletter
if commands
$game_variables[cmdvariable] = pbShowCommands(msgwindow, commands, cmdIfCancel)
$game_map.need_refresh = true if $game_map
end
if commandProc
ret = commandProc.call(msgwindow)
end
msgback.dispose if msgback
goldwindow.dispose if goldwindow
coinwindow.dispose if coinwindow
battlepointswindow.dispose if battlepointswindow
facewindow.dispose if facewindow
if haveSpecialClose
pbSEPlay(pbStringToAudioFile(specialCloseSE))
atTop = (msgwindow.y == 0)
for i in 0..signWaitTime
if atTop
msgwindow.y = -msgwindow.height * i / signWaitTime
else
msgwindow.y = Graphics.height - msgwindow.height * (signWaitTime - i) / signWaitTime
end
Graphics.update
Input.update
pbUpdateSceneMap
msgwindow.update
end
end
return ret
end
#===============================================================================
# Message-displaying functions
#===============================================================================
def pbMessage(message, commands = nil, cmdIfCancel = 0, skin = nil, defaultCmd = 0, &block)
ret = 0
msgwindow = pbCreateMessageWindow(nil, skin)
if commands
ret = pbMessageDisplay(msgwindow, message, true,
proc { |msgwindow|
next Kernel.pbShowCommands(msgwindow, commands, cmdIfCancel, defaultCmd, &block)
}, &block)
else
pbMessageDisplay(msgwindow, message, &block)
end
pbDisposeMessageWindow(msgwindow)
Input.update
return ret
end
def pbConfirmMessage(message, &block)
return (pbMessage(message, [_INTL("Yes"), _INTL("No")], 2, &block) == 0)
end
def pbConfirmMessageSerious(message, &block)
return (pbMessage(message, [_INTL("No"), _INTL("Yes")], 1, &block) == 1)
end
def pbMessageChooseNumber(message, params, &block)
msgwindow = pbCreateMessageWindow(nil, params.messageSkin)
ret = pbMessageDisplay(msgwindow, message, true,
proc { |msgwindow|
next pbChooseNumber(msgwindow, params, &block)
}, &block)
pbDisposeMessageWindow(msgwindow)
return ret
end
def pbShowCommands(msgwindow, commands = nil, cmdIfCancel = 0, defaultCmd = 0)
return 0 if !commands
if defaultCmd == 0 && $game_variables[COMMAND_WINDOW_INDEX] != 0
defaultCmd = $game_variables[COMMAND_WINDOW_INDEX]
end
cmdwindow = Window_CommandPokemonEx.new(commands)
cmdwindow.z = 99999
cmdwindow.visible = true
cmdwindow.resizeToFit(cmdwindow.commands)
pbPositionNearMsgWindow(cmdwindow, msgwindow, :right)
cmdwindow.index = defaultCmd
command = 0
loop do
Graphics.update
Input.update
cmdwindow.update
msgwindow.update if msgwindow
yield if block_given?
if Input.trigger?(Input::BACK)
if cmdIfCancel > 0
command = cmdIfCancel - 1
break
elsif cmdIfCancel < 0
command = cmdIfCancel
break
end
end
if Input.trigger?(Input::USE)
command = cmdwindow.index
break
end
pbUpdateSceneMap
end
ret = command
cmdwindow.dispose
Input.update
return ret
end
def pbShowCommandsWithHelp(msgwindow, commands, help, cmdIfCancel = 0, defaultCmd = 0)
msgwin = msgwindow
msgwin = pbCreateMessageWindow(nil) if !msgwindow
oldlbl = msgwin.letterbyletter
msgwin.letterbyletter = false
if commands
cmdwindow = Window_CommandPokemonEx.new(commands)
cmdwindow.z = 99999
cmdwindow.visible = true
cmdwindow.resizeToFit(cmdwindow.commands)
cmdwindow.height = msgwin.y if cmdwindow.height > msgwin.y
cmdwindow.index = defaultCmd
command = 0
msgwin.text = help[cmdwindow.index]
msgwin.width = msgwin.width # Necessary evil to make it use the proper margins
loop do
Graphics.update
Input.update
oldindex = cmdwindow.index
cmdwindow.update
if oldindex != cmdwindow.index
msgwin.text = help[cmdwindow.index]
end
msgwin.update
yield if block_given?
if Input.trigger?(Input::BACK)
if cmdIfCancel > 0
command = cmdIfCancel - 1
break
elsif cmdIfCancel < 0
command = cmdIfCancel
break
end
end
if Input.trigger?(Input::USE)
command = cmdwindow.index
break
end
pbUpdateSceneMap
end
ret = command
cmdwindow.dispose
Input.update
end
msgwin.letterbyletter = oldlbl
msgwin.dispose if !msgwindow
return ret
end
# frames is the number of 1/20 seconds to wait for
def pbMessageWaitForInput(msgwindow, frames, showPause = false)
return if !frames || frames <= 0
msgwindow.startPause if msgwindow && showPause
frames = frames * Graphics.frame_rate / 20
frames.times do
Graphics.update
Input.update
msgwindow.update if msgwindow
pbUpdateSceneMap
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
break
end
yield if block_given?
end
msgwindow.stopPause if msgwindow && showPause
end
def pbFreeText(msgwindow, currenttext, passwordbox, maxlength, width = 240)
window = Window_TextEntry_Keyboard.new(currenttext, 0, 0, width, 64)
ret = ""
window.maxlength = maxlength
window.visible = true
window.z = 99999
pbPositionNearMsgWindow(window, msgwindow, :right)
window.text = currenttext
window.passwordChar = "*" if passwordbox
Input.text_input = true
loop do
Graphics.update
Input.update
if Input.triggerex?(:ESCAPE)
ret = currenttext
break
elsif Input.triggerex?(:RETURN)
ret = window.text
break
end
window.update
msgwindow.update if msgwindow
yield if block_given?
end
Input.text_input = false
window.dispose
Input.update
return ret
end
def pbMessageFreeText(message, currenttext, passwordbox, maxlength, width = 240, &block)
msgwindow = pbCreateMessageWindow
retval = pbMessageDisplay(msgwindow, message, true,
proc { |msgwindow|
next pbFreeText(msgwindow, currenttext, passwordbox, maxlength, width, &block)
}, &block)
pbDisposeMessageWindow(msgwindow)
return retval
end