Galv’s Double Message V.0.5

Demo – Version 0.5 >

#------------------------------------------------------------------------------#
#  Galv's Double Message
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 0.5
#------------------------------------------------------------------------------#
#  2012-11-30 - version 0.5 - incomplete release
#------------------------------------------------------------------------------#
#  This was an attempt at being able to show two messages at once. I couldn't
#  work out how to do it how I wanted and decided to give up. It is usable in
#  it's current state, though. The current problems are:
#  - you cannot skip through the text while displaying the double message
#  - you have to add double message text with script calls which is painful and
#  could be hard for beginners.
#------------------------------------------------------------------------------#
#  INSTRUCTIONS:
#  Put below materials, above main.
#  To create a double message, use this SCRIPT CALL before a normal message:
#
#------------------------------------------------------------------------------#
#  msg("Text goes in here","Face Name", face_position)
#------------------------------------------------------------------------------#
#
#  - "Face Name" is the name of the faceset you want a face from, eg "Actor1"
#  - face_position is where in that faceset the face you want is. 0 is first
#  - "Test goes in here" - this is where it's painful as the script box is very
#    small. Each new line in the script box is a new line in the message box
#    unless you create multiple strings and add them together.
#
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  EXAMPLE 1
#------------------------------------------------------------------------------#
#
#  msg("This is the text that would appear
#  in the script box. As the script box is
#  small, it wraps, which will also make
#  it wrap in the message window.",
#  "Actor1", 0)
#
#-- Appears as ----------------------------------------------------------------#
#   ________
#  |        |   This is the text that would appear
#  |  face  |   in the script box. As the script box is
#  |        |   small, it wraps, which will also make
#  |________|   it wrap in the message window.
#
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  EXAMPLE 2  - multiple strings added together so line breaks aren't used
#------------------------------------------------------------------------------#
#  msg("This is the text that would appear" +
#  "in the script box.
#  As the script box is small, it wraps," +
#  "which will also make
#  it wrap in the message window.",
#  "Actor1", 0)
#
#-- Appears as ----------------------------------------------------------------#
#   ________
#  |        |   This is the text that would appear in the script box.
#  |  face  |   As the script box is small, it wraps, which will also make
#  |        |   it wrap in the message window.
#  |________|
#
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  MESSAGE CODES
#------------------------------------------------------------------------------#
#  Most normal message codes work, but in a scrip call you need to put 2 slashes
#  eg. \\c[1]
#  Also, \\n will create a new line the same as a return.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  NOTES:
#------------------------------------------------------------------------------#
#  A double message will only ever appear when a real message is called.
#  A double message will only disappear when a real message does. If you add
#  wait of 10 between messages, you can remove the double message and add a new
#  one if required. See demo for examples of this in use.
#------------------------------------------------------------------------------#
#  REMEMBER: This is not finished and I plan to come back to it later when I
#  have possibly start to understand why the issues I was having were happening.
#------------------------------------------------------------------------------#
 
($imported ||= {})["Galvs_Double_Message"] = true
module Galv_Msgs
 
#------------------------------------------------------------------------------#
#  SCRIPT SETTINGS
#------------------------------------------------------------------------------#  
 
  DISABLE_SKIP_SWITCH = 1   # Turn switch ON to disable skipping messages
                            # skipping is always disabled when using 2 mesasges
 
#------------------------------------------------------------------------------#
#  END SCRIPT SETTINGS
#------------------------------------------------------------------------------#  
 
end # don't touch
 
class Window_Message2 < Window_Base
  def initialize
    super(0, 0, window_width, window_height)
    self.z = 200
    self.openness = 0
    clear_instance_variables
  end
 
  def window_width
    Graphics.width
  end
 
  def window_height
    fitting_height(visible_line_number)
  end
 
  def clear_instance_variables
    @fiber2 = nil
    @background = 0
    @position2 = 0
  end
 
  def visible_line_number
    return 4
  end
 
  def update
    super
    update_close if !$game_message.visible
    self.visible = false if $game_message.remove2 == true
    update_fiber
  end
 
  def update_close
    return if self.openness <= 0
    self.openness -= 48
  end
 
  def update_fiber
    if @fiber2
      @fiber2.resume
    elsif $game_message.visible && !$game_message.scroll_mode
      @fiber2 = Fiber.new { fiber_main }
      @fiber2.resume
        else
      $game_message.visible = false
      $game_message.clear
      $game_message.clear2
    end
  end
 
  def fiber_main
    update_background
    update_placement
    loop do
      process_all_text if $game_message.texts2 != ""
      $game_message.clear2
      Fiber.yield
      break unless $game_message.busy?
    end
    close
    Fiber.yield
    @fiber2 = nil
  end
 
  def update_background
    @background = $game_message.background
    self.opacity = @background == 0 ? 255 : 0
  end
 
  def update_placement
    case $game_message.position
    when 2
      @position2 = 0
    when 0
      @position2 = 2
    end
    self.y = @position2 * (Graphics.height - height) / 2
  end
 
  def process_all_text
    $game_message.disable_skip = true
    open
    text = convert_escape_characters($game_message.texts2)
    pos = {}
    new_page(text, pos)
    process_character(text.slice!(0, 1), text, pos) until $game_message.texts2 == ""
  end
 
  def text_continue?
    $game_message.texts2 != ""
  end
 
  def wait(duration)
    duration.times { Fiber.yield }
  end
 
  # Crash caused when show fast enabled. Disabled it.
  #def update_show_fast
  #  @show_fast = true if Input.trigger?(:C)
  #end
 
  def wait_for_one_character
    #update_show_fast
    Fiber.yield #unless @show_fast
  end
 
  def new_page(text, pos)
    contents.clear
    draw_face($game_message.face_name2, $game_message.face_index2, 0, 0)
    reset_font_settings
    pos[:x] = new_line_x
    pos[:y] = 0
    pos[:new_x] = new_line_x
    pos[:height] = calc_line_height(text)
  end
 
  def new_line_x
    $game_message.face_name2 == "" ? 0 : 112
  end
 
  def process_character(c, text, pos)
    case c
    when "\n"
      process_new_line(text, pos)
    when "\f"
      process_new_page(text, pos)
    when "\e"
      process_escape_character(obtain_escape_code(text), text, pos)
    else
      process_normal_character(c, pos)
    end
  end
 
  def process_normal_character(c, pos)
    text_width = text_size(c).width
    draw_text(pos[:x], pos[:y], text_width * 2, pos[:height], c)
    pos[:x] += text_width
    wait_for_one_character
  end
 
  def process_new_line(text, pos)
    @line_show_fast = false
    super
    if need_new_page?(text, pos)
      input_pause
      new_page(text, pos)
    end
  end
 
  def need_new_page?(text, pos)
    pos[:y] + pos[:height] > contents.height && !text.empty?
  end
 
  def process_new_page(text, pos)
    text.slice!(/^\n/)
    input_pause
    new_page(text, pos)
  end
 
  def process_draw_icon(icon_index, pos)
    super
    wait_for_one_character
  end
 
  def process_escape_character(code, text, pos)
    case code.upcase
    when '$'
      @gold_window.open
    when '.'
      wait(15)
    when '|'
      wait(60)
    when '!'
      input_pause
    when '>'
      @line_show_fast = true
    when '<'
      @line_show_fast = false
    when '^'
      @pause_skip = true
    else
      super
    end
  end
 
  def input_pause
    self.pause = true
    wait(10)
    #Fiber.yield until Input.trigger?(:B) || Input.trigger?(:C)
    Fiber.yield until $game_message.btn_pressed
    #Input.update
    self.pause = false
    $game_message.btn_pressed = false
  end
 
end # Window_Message2 < Window_Base
 
class Game_Message
  attr_accessor :texts2
  attr_accessor :face_name2
  attr_accessor :face_index2
  attr_accessor :remove2
  attr_accessor :disable_skip
  attr_accessor :btn_pressed
 
  alias galv_messages_message_initialize initialize
  def initialize
    galv_messages_message_initialize
    @remove2 = false
    clear2
  end
 
  def clear2
    @texts2 = ""
    @face_name2 = ""
    @face_index2 = 0
    @disable_skip = false
    @btn_pressed = false
  end
end # Game_Message
 
class Game_Interpreter
  def msg(texts, face_name, face_index)
    $game_message.texts2 = texts
    $game_message.face_name2 = face_name
    $game_message.face_index2 = face_index
  end
end # Game_Interpreter
 
class Scene_Map
  alias galv_messages_map_create_message_window create_message_window
  def create_message_window
    galv_messages_map_create_message_window
    @message_window2 = Window_Message2.new
  end
end # Scene_Map
 
class Window_Message < Window_Base
 
  alias galv_messages_window_wait_for_one_character wait_for_one_character
  def wait_for_one_character
    return Fiber.yield if $game_message.disable_skip || $game_switches[Galv_Msgs::DISABLE_SKIP_SWITCH]
    galv_messages_window_wait_for_one_character
  end
 
  alias galv_messages_window_close_and_wait close_and_wait
  def close_and_wait
    $game_message.clear2
    galv_messages_window_close_and_wait
  end
 
  alias galv_messages_window_input_pause input_pause
  def input_pause
    galv_messages_window_input_pause
    $game_message.btn_pressed = true
  end
 
end # Window_Message < Window_Base

9 thoughts on “Galv’s Double Message V.0.5

  1. jatopian says:

    Hi Galv. Would you mind explaining why lines 351 to 355 are useful? When I comment them out, not only do things seem to work correctly, but also the issue “you cannot skip through the text while displaying the double message” seems to be solved.

  2. You think you’ll finish this any time soon?

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