Saba Kan's Galge Conversation System 0.7

kirinelf

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This script was not written by me! I simply translated it from Japanese and posted it here to share! Do NOT ask me for support, I'm not a scripter (I'll try, but most likely fail)!

Now that that's over. The script I've got for you guys this time is:

Galge Conversation System

Version 0.7

by Saba Kan of



プチレア - PetitRare

Updated: 2012/01/21


Email asking for and being granted permission to translate and share:

kirinelf さんへわざわざメールありがとうございます。

日本語ですみません。

もちろん歓迎します、どうぞ翻訳なさってください。

> http://www.rpgmakervxace.net

> http://forums.rpgmakerweb.com

おお! これからもチェックさせていただきます!

2012年3月26日21:42 Kirin:

> こんにちは、

>

> 僕は英語のRPGVXAのコッムニティからのkirinelf です。キリンで呼びますこと

> もいいです。あの。。。日本語があまり上手でわありませんですから申し訳あり ません。よろしくおねがいします!

>

> 今回のメールの理由はRPGVXAのRGSS3スクリプトを翻訳したいことです。貴方様 のスクリプトを英語に翻訳してもいいでしょうか?もちろん

> 貴方様の記載もあ ります。自分を書いた事も絶対言いません。

>

> 僕の目的は面白そうなスクリプトを翻訳して、このサイトにほかの英語のユーサ と分かち合います:

>

> http://www.rpgmakervxace.net

> http://forums.rpgmakerweb.com

>

> そのサイトは英語RPGVXAの一番大きいコッムニティです。

>

> お返事を根気よくて待ています。

>

> kirinelf (キリン) より。
The above, translated:

To kirinelf:Thank you for going out of your way to send an email to me.

Sorry for this being in Japanese.

Please be my guest and translate them as you wish.

> http://www.rpgmakervxace.net

> http://forums.rpgmakerweb.com

Oh! I'll be sure to check these sites from now on too!

2012年3月26日21:42 Kirin:

> Hello,

>

> I am kirinelf from the English speaking RMVXA community. You can call me Kirin.

> I'm not very good at Japanese, so I apologize for that. Pleased to make your acquaintance!

>

> The purpose of this email is to ask about translating RMVXA's RGSS3 scripts. Is it alright

> to translate your scripts into English? Of course, you will be credited. I will not claim

> to have written any of your scripts.

>

> My aim is to translate scripts I find interesting and to share them with the rest of the

> English speaking community, namely at these sites:

>

> http://www.rpgmakervxace.net

> http://forums.rpgmakerweb.com

>

> These sites are the largest English RMVXA communities.

>

> I will await your reply patiently.

>

> From kirinelf (Kirin)
So what does this script do? Well, ever played a visual novel? AIR or Clannad or Fate/Stay Night? Well, maybe not the latter; it uses a different message system, but. Most visual novels use this style of message system. Here're some screenshots so you can get the gist of it (Spoilered for size).







Message Log screen:


Features

  • Potraits! Have large character potraits ingame.
  • Dynamically adjusts emoticons so you can show them over the head of the character speaking.
  • Has a function that switches windowskins and speech balloon graphic colors so your characters can have their unique message window color.
  • Allows you to have a name display window at the cost of losing a line in message input, or you can turn it off and have four lines at once.
  • Can be set up through common events so you don't have to turn every switch on and off every time.
  • Easily choose whether the potrait is displayed on the left or the right.
  • You can use a key to fast forward through conversations!
  • Sub scripts allow you to hide the message window, access the save menu from within the message, and display a message log.

There really are quite a few features and setting up shenanigans that you need to be aware of, and for that reason I've included a How to Use text file I wrote up myself after experimenting with the demo that I hope will help you guys.

There are three scripts: A main script that handles the conversation details such as potrait placements and such, and two sub scripts. The first sub script allows you to have keys that let you hide the message window and/or access the save screen from within the message window. The second subscript lets you access a message log in the Visual Novel style as seen in the screenshots.

Without further ado, here're the three scripts:

1. Main script

Code:
#==============================================================================
# ■ Galge Conversation System
#   @version 0.7 12/02/15 RGSS3
#   @author Saba Kan
#   @translator kirinelf (Made a small edit to picture IDs)
#------------------------------------------------------------------------------
#  
#==============================================================================
module Saba
  module Gal
    # --------------------Config---------------------

    # Fine tuning of actor graphic positioning.
    # {Actor ID=>pixels shifted} E.g. {1=>-4} (Actor ID 1's graphic shifted 4 
    # pixels to the left/up)
    OFFSET_X = {1=>0, 2=>-30, 3=>-30, 6=>-40, 7=>-45, 8=>-40}
    OFFSET_Y = {1=>0, 2=>10, 3=>40, 4=>10, 7=>-15, 8=>5}

    # This only applies to OFFSET_X above, for displaying character graphics on 
    # the left.
	  # 座標に -1 をかける場合 true に設定します。
    # If the coordinates above have '-1', set to true. <= ?
    MIRROR_LEFT_OFFSET_X = false

    # Speech balloon graphic coordinates.
    BALLOON_LEFT_X = 210  # X Coordinate when it appears on the left.
    BALLOON_RIGHT_X = 300 # X Coordinate when it appears on the right.
    BALLOON_Y = 254       # Y Coordinate

    # Name window width. Default of 114 is for a name 4 characters long. 
    NAME_WINDOW_WIDTH = 114

    # For skipping text. A is Shift on the keyboard. 
    SKIP_BUTTON = Input::A

    # This switch ID disables skipping of the text. 
    SKIP_DISABLE_SWITCH = 131

    # This switch changes the message display mode. 
    MESSAGE_MODE_SWITCH = 132

    # This switch ID toggles display of the name.
    DISPLAY_NAME_SWITCH = 133

    # This switch toggles display of speech balloon graphics. 
    DISPLAY_BALLOON_SWITCH = 134

    # This switch clears all speech balloon graphics. 
    CLEAR_BALLOON_SWITCH = 135

    # This switch toggles playing of message sound effects. 
    PLAY_MESSAGE_SE_SWITCH = 136

    # Variable to determine speech balloon color.
    # ※Will be automatically entered into the variable.
    BALLOON_VARIABLE = 131

    # Variable to determine speech balloon location.
    # ※Will be automatically entered into the variable. 
    BALLOON_POSITION_VARIABLE = 132

    # If you want character graphics displayed on the right to be mirrored, 
    # set to 'true'.
    MIRROR_LEFT = false

    # If you want character graphics displayed on the left to be mirrored, 
    # set to 'true'.
    MIRROR_RIGHT = false

    # This setting changes the base picture ID of the potraits. Generally
    # speaking, the lower this is the better. However, some people might use
    # a lot of pictures, and it's a hassle to remember which IDs the script uses.
    # This setting allows you to define the base picture ID of the potraits. 
    # Potraits on the right will have this ID, and potraits on the left will have
    # this ID + 2. For example, the default setting has the picture IDs of 10 
    # and 12.
    BASE_PICTURE_ID = 10

    # If you don't want different characters to have different windowskins,
	  # set to 'true'. 
    # Window1.png and Balloon1.png will be used if 'true'. 
    USE_SINGLE_WINDOW_SKIN = false

    # Tone overlay of characters in conversation.
    # Red, Green, Blue, Gray
	  # Active Character
    ACTIVE_TONE = Tone.new(0, 0, 0, 0)
    # Inactive Character (0, 0, 0, 0) <= No change.
    INACTIVE_TONE = Tone.new(-104, -104, -104, 0)

    # Frames to wait after tone change during character switching.
    TONE_CHANGE_DURATION = 17

    #  Event Command "Show Balloon Icon" Icon Positioning
    OFFSET_EVENT_BALLOON_X = {1=>0, 2=>0, 3=>-30, 6=>-40, 7=>-45, 8=>-40}
    OFFSET_EVENT_BALLOON_Y = {1=>0, 2=>10, 3=>40, 4=>10, 7=>-15, 8=>5}
  end
end

#=========================================================================
# Do not edit anything under this line unless you know what you're doing!
#=========================================================================

$imported = {} if $imported == nil
$imported["GalGameTalkSystem"] = true


# ピクチャ表示用
class Game_Interpreter

  def pic(name, index, position)
    actor_id = name["actor".length..-1].to_i
    $game_variables[Saba::Gal::BALLOON_POSITION_VARIABLE] = position
    x = picture_base_x(position) + offset_x(position, actor_id)
    y = picture_base_y(position) + offset_y(actor_id)
    $game_variables[Saba::Gal::BALLOON_VARIABLE] = actor_id
    picture = screen.pictures[position + Saba::Gal::BASE_PICTURE_ID]

    name = name + "_" + (index + 1).to_s
    @actor1_position = nil if @actor1_position == position
    if Saba::Gal::MIRROR_LEFT && position == 1
      picture.mirror_pic = true
    elsif Saba::Gal::MIRROR_RIGHT && position == 2
      picture.mirror_pic = true
    else
      picture.mirror_pic = false
    end
    picture.show(name, 0, x, y, 100, 100, 255, 0)
    if @actor_id != actor_id 
      picture.start_tone_change(Saba::Gal::INACTIVE_TONE, 0) 

      deactivate_other_pictures(position)
      activate(picture, position, actor_id)
    end
    @actor_id = actor_id
  end
  #--------------------------------------------------------------------------
  # ● ピクチャのオフセット位置のx座標取得
  #--------------------------------------------------------------------------
  def offset_x(position, actor_id)
    n = Saba::Gal::OFFSET_X[actor_id]

    return 0 if n == nil
    if position == 1 && Saba::Gal::MIRROR_LEFT_OFFSET_X
      return -n
    else
      return n
    end
  end
  #--------------------------------------------------------------------------
  # ● ピクチャのオフセット位置のy座標取得
  #--------------------------------------------------------------------------
  def offset_y(actor_id)
    n = Saba::Gal::OFFSET_Y[actor_id]
    return 0 if n == nil
    return n
  end
  #--------------------------------------------------------------------------
  # ● イベントバルーンのオフセット位置のx座標取得
  #--------------------------------------------------------------------------
  def offset_event_balloon_x(position, actor_id)
    n = Saba::Gal::OFFSET_EVENT_BALLOON_X[actor_id]
    return 0 if n == nil
    if position == 1 && Saba::Gal::MIRROR_LEFT_OFFSET_X
      return -n
    else
      return n
    end
  end
  #--------------------------------------------------------------------------
  # ● イベントバルーンのオフセット位置のy座標取得
  #--------------------------------------------------------------------------
  def offset_event_balloon_y(actor_id)
    n = Saba::Gal::OFFSET_EVENT_BALLOON_Y[actor_id]
    return 0 if n == nil
    return n
  end
  #--------------------------------------------------------------------------
  # ● 指定のピクチャを明るく
  #--------------------------------------------------------------------------
  def activate(picture, position, actor_id)
    if Input.press?(Saba::Gal::SKIP_BUTTON)
      picture.start_tone_change(Saba::Gal::ACTIVE_TONE, 1)
    else
      picture.start_tone_change(Saba::Gal::ACTIVE_TONE, 25)
    end
    $game_temp.pic_actors[position] = actor_id
  end
  #--------------------------------------------------------------------------
  # ● 指定のピクチャ以外を暗く
  #--------------------------------------------------------------------------
  def deactivate_other_pictures(position)
    screen.pictures.size.times do |index|
      next if screen.pictures[index].number == 1
      next if index == position + 10
      deactivate(screen.pictures[index])
    end
  end
  #--------------------------------------------------------------------------
  # ● 指定のピクチャを暗く
  #--------------------------------------------------------------------------
  def deactivate(picture)
    unless Input.press?(Saba::Gal::SKIP_BUTTON)
      picture.start_tone_change(Saba::Gal::INACTIVE_TONE, 25)
    end
  end
  def picture_base_x(position)
    case position
    when 2
      return 25
    when 0
      return Graphics.width - 244
    when 3
      return 200
    end
  end
  def picture_base_y(position)
    return 30
  end
  def act(position)
    $game_variables[Saba::Gal::BALLOON_VARIABLE] = $game_temp.pic_actors[position]
    if position < 3
      $game_variables[Saba::Gal::BALLOON_POSITION_VARIABLE] = position
    end
    picture = screen.pictures[position + 10]
    deactivate_other_pictures(position)
    if Input.press?(Saba::Gal::SKIP_BUTTON)
      picture.start_tone_change(Saba::Gal::ACTIVE_TONE, 1)
      @wait_count = 0
    else
      picture.start_tone_change(Saba::Gal::ACTIVE_TONE, Saba::Gal::TONE_CHANGE_DURATION)
     @wait_count = 0
    end
  end
  def dis(position)
    picture = screen.pictures[position + 10]
    picture.erase
  end
end

class Scene_Map
  #--------------------------------------------------------------------------
  # ● メッセージウィンドウの作成
  #--------------------------------------------------------------------------
  alias saba_gal_create_message_window create_message_window
  def create_message_window
    saba_gal_create_message_window
    create_gal_window
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  alias saba_gal_update update
  def update
    create_gal_window
    update_gal_event_balloon
    saba_gal_update
  end
  #--------------------------------------------------------------------------
  # ● ギャルゲーウィンドウ作成
  #   ギャルゲーモードの時、ウィンドウを切り替えます。
  #--------------------------------------------------------------------------
  def create_gal_window
    if $game_switches[Saba::Gal::MESSAGE_MODE_SWITCH]
      if ! @message_window.is_a?(Window_MessageGal)
        # ギャルゲーウィンドウにする
        @message_window.dispose
        @message_window = Window_MessageGal.new
      end
    else
      if @message_window.is_a?(Window_MessageGal)
        # 通常ウィンドウに戻す
        @message_window.dispose
        @message_window = Window_Message.new
      end
    end
  end
  def on_a
    p 11
  end
  #--------------------------------------------------------------------------
  # ● ギャルゲーウィンドウのフキダシアイコン作成
  #--------------------------------------------------------------------------
  def create_gal_event_balloon(character)
    dispose_gal_event_balloon
    @saba_balloon_sprite = Sprite_Character.new(@viewport, character)
  end
  #--------------------------------------------------------------------------
  # ● ギャルゲーウィンドウのフキダシアイコン破棄
  #--------------------------------------------------------------------------
  def dispose_gal_event_balloon
    if @saba_balloon_sprite
      @saba_balloon_sprite.dispose
      @saba_balloon_sprite = nil
    end
  end
  #--------------------------------------------------------------------------
  # ● ギャルゲーウィンドウのフキダシアイコン更新
  #--------------------------------------------------------------------------
  def update_gal_event_balloon
    if @saba_balloon_sprite
      if @saba_balloon_sprite.character.balloon_id == 0 || Input.press?(Saba::Gal::SKIP_BUTTON)
        dispose_gal_event_balloon
      else
        @saba_balloon_sprite.update
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● スプライトセットの解放
  #--------------------------------------------------------------------------
  alias saba_gal_dispose_spriteset dispose_spriteset
  def dispose_spriteset
    saba_gal_dispose_spriteset
    dispose_gal_event_balloon
  end
end


class Window_MessageGal < Window_Message
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize
    super
    self.x = 10
    create_baloon_sprite
    $game_temp.window_number = -1
    update_balloon
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ幅の取得
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width - 20
  end
  #--------------------------------------------------------------------------
  # ● 表示行数の取得
  #--------------------------------------------------------------------------
  def visible_line_number
    return 3
  end
  #--------------------------------------------------------------------------
  # ● 改ページが必要か判定
  #--------------------------------------------------------------------------
  def need_new_page?(text, pos)
    pos[:y]  > contents.height && !text.empty?
  end
  #--------------------------------------------------------------------------
  # ● 通常文字の処理
  #--------------------------------------------------------------------------
  def process_normal_character(c, pos)
    if Input.press?(Saba::Gal::SKIP_BUTTON) && skip_enabled?
      @pause_skip = true
    end
    text_width = text_size(c).width
    if display_name? && (pos[:y] == 0)
      @name_sprite.bitmap.draw_text(pos[:x], 26, text_width * 2, pos[:height], c)
      pos[:x] += text_width
      return
    end
    if display_name?
      draw_text(pos[:x], pos[:y] - pos[:height], text_width * 2, pos[:height], c)
    else
      draw_text(pos[:x], pos[:y], text_width * 2, pos[:height], c)
    end
    pos[:x] += text_width
    unless Input.press?(Saba::Gal::SKIP_BUTTON) && skip_enabled?
      wait_for_one_character
    end
  end
  #--------------------------------------------------------------------------
  # ● 制御文字によるアイコン描画の処理
  #--------------------------------------------------------------------------
  def process_draw_icon(icon_index, pos)
    if display_name?
      draw_icon(icon_index, pos[:x], pos[:y] - pos[:height])
    else
      draw_icon(icon_index, pos[:x], pos[:y])
    end
    pos[:x] += 24
  end
  #--------------------------------------------------------------------------
  # ● 全ウィンドウの作成
  #--------------------------------------------------------------------------
  def create_all_windows
    super
    @name_window = Window_Base.new(20, Graphics.height - 126, Saba::Gal::NAME_WINDOW_WIDTH, 37)
    @name_window.z = 480
    @name_window.visible = false

    @name_sprite = Sprite_Base.new(nil)
    @name_sprite.z = 500
    @name_sprite.x = 30
    @name_sprite.y = Graphics.height - 146
    @name_sprite.bitmap = Bitmap.new(230, 300)
  end
  #--------------------------------------------------------------------------
  # ● フキダシスプライトを生成します。
  #--------------------------------------------------------------------------
  def create_baloon_sprite
    @balloon_sprite = Sprite_Base.new
    @balloon_sprite.z = 500
    @balloon_sprite.y = Graphics.height - 384
    @balloon_sprite.bitmap = Bitmap.new(400, 300)
    @balloon_sprite.visible = false
  end
  #--------------------------------------------------------------------------
  # ● 全ウィンドウの解放
  #--------------------------------------------------------------------------
  def dispose_all_windows
    super
    @name_window.dispose
    @name_sprite.bitmap.dispose
    @name_sprite.dispose
    @balloon_sprite.dispose
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウの更新
  #--------------------------------------------------------------------------
  def update
    super
    update_name_visibility
    update_balloon_visibility
    update_balloon
    update_opacity
  end
  #--------------------------------------------------------------------------
  # ● 不透明度の更新
  #--------------------------------------------------------------------------
  def update_opacity
    if @background != 0
      self.opacity = 0
      return
    end
    return if self.opacity == 255
    self.opacity += 9
  end
  #--------------------------------------------------------------------------
  # ● 入力待ち処理
  #--------------------------------------------------------------------------
  def input_pause
    self.pause = true
    wait(10)
    Fiber.yield until Input.trigger?(: || Input.trigger?(:C) || (Input.press?(Saba::Gal::SKIP_BUTTON) && skip_enabled?)
    if self.visible == false
      self.visible = true
      Sound.play_cursor
      input_pause
      return
    end
    Input.update
    self.pause = false
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウを開き、完全に開くまで待つ
  #--------------------------------------------------------------------------
  def open_and_wait
    open
    update_picture
    until open?
      update_balloon
      Fiber.yield 
    end
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウを閉じ、完全に閉じるまで待つ
  #--------------------------------------------------------------------------
  def close_and_wait
    close
    @name_window.visible = false
    @name_sprite.visible = false

    until all_close?
      Fiber.yield
    end
  end
  #--------------------------------------------------------------------------
  # ● 改ページ処理
  #--------------------------------------------------------------------------
  def new_page(text, pos)
    @name_sprite.bitmap.clear
    contents.clear
    reset_font_settings
    pos[:x] = new_line_x
    pos[:y] = 0
    pos[:new_x] = new_line_x
    pos[:height] = calc_line_height(text)
    clear_flags
  end
  #--------------------------------------------------------------------------
  # ● 立ち絵の更新
  #--------------------------------------------------------------------------
  def update_picture
    return if $game_message.face_name.empty?
    $game_map.interpreter.pic($game_message.face_name, $game_message.face_index, $game_message.position)
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ位置の更新
  #--------------------------------------------------------------------------
  def update_placement
    @position = 2
    self.y = @position * (Graphics.height - height) / 2
    @gold_window.y = y > 0 ? 0 : Graphics.height - @gold_window.height
  end
  #--------------------------------------------------------------------------
  # ● 背景と位置の変更判定
  #--------------------------------------------------------------------------
  def settings_changed?
    @background != $game_message.background
  end
  #--------------------------------------------------------------------------
  # ● 改行位置の取得
  #--------------------------------------------------------------------------
  def new_line_x
    return 0
  end
  #--------------------------------------------------------------------------
  # ● 次の語を表示すべきかどうかを判定します。
  #--------------------------------------------------------------------------
  def show_next_message?
    if skip_enabled?
      return Input.trigger?(Input::C) || Input.trigger?(Input:: || Input.trigger?(Saba::Gal::SKIP_BUTTON)
    else
      return Input.trigger?(Input::C) || Input.trigger?(Input::
    end
  end
  #--------------------------------------------------------------------------
  # ● メッセージスキップが有効かどうかを判定します。
  #--------------------------------------------------------------------------
  def skip_enabled?
    return $game_switches[Saba::Gal::SKIP_DISABLE_SWITCH] != true
  end
  #--------------------------------------------------------------------------
  # ● スイッチに従って、名前ウィンドウの表示を切り替えます。
  #--------------------------------------------------------------------------
  def update_name_visibility
    if @closing || close? || ! self.visible
      @name_window.visible = false
      @name_sprite.visible = false
      return
    end
    if $game_switches[Saba::Gal::DISPLAY_NAME_SWITCH] != true
      @name_window.visible = false
      @name_sprite.visible = false
    else
       @name_window.visible = true
      @name_sprite.visible = true
    end
  end
  #--------------------------------------------------------------------------
  # ● ふきだしの表示を切り替えます。
  #--------------------------------------------------------------------------
  def update_balloon_visibility
    if self.openness < 255
      @balloon_sprite.visible = false
      return
    end
    if @balloon_sprite.visible != $game_switches[Saba::Gal::DISPLAY_BALLOON_SWITCH]
      @balloon_sprite.visible = $game_switches[Saba::Gal::DISPLAY_BALLOON_SWITCH]
      update_balloon
    end
  end
  #--------------------------------------------------------------------------
  # ● 名前を表示すべきかどうかを判定します。
  #--------------------------------------------------------------------------
  def display_name?
    return $game_switches[Saba::Gal::DISPLAY_NAME_SWITCH] == true
  end
  #--------------------------------------------------------------------------
  # ● フキダシをまっさらにします。
  #--------------------------------------------------------------------------
  def clear_balloon
    @balloon_sprite.bitmap.clear_rect(100, 254, 300, 100)
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウの色が変わったかどうかを判定します。
  #--------------------------------------------------------------------------
  def window_color_changed?
    if $game_temp.window_number != $game_variables[Saba::Gal::BALLOON_VARIABLE] || $game_switches[Saba::Gal::CLEAR_BALLOON_SWITCH]
      $game_temp.window_number = $game_variables[Saba::Gal::BALLOON_VARIABLE]
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● フキダシを更新します。
  #--------------------------------------------------------------------------
  def update_balloon
    return unless window_color_changed?
    clear_balloon
    if Saba::Gal::USE_SINGLE_WINDOW_SKIN
      self.windowskin = Cache.system("Window1")
    else
      self.windowskin = Cache.system("Window" + $game_temp.window_number.to_s)
      if openness == 255
        self.opacity = 140 unless $game_switches[Saba::Gal::CLEAR_BALLOON_SWITCH]
      end
    end
    $game_switches[Saba::Gal::CLEAR_BALLOON_SWITCH] = false
    if $game_temp.window_number != nil && $game_temp.window_number > 0
      if Saba::Gal::USE_SINGLE_WINDOW_SKIN
        balloon = Cache.system("Balloon1")
      else
        balloon = Cache.system("Balloon" + $game_temp.window_number.to_s)
      end
      w = balloon.width / 2
      h = balloon.height
      if $game_variables[Saba::Gal::BALLOON_POSITION_VARIABLE] == 2
        @balloon_sprite.bitmap.blt(Saba::Gal::BALLOON_LEFT_X, Saba::Gal::BALLOON_Y, balloon, Rect.new(w, 0, w, h))
      else
        @balloon_sprite.bitmap.blt(Saba::Gal::BALLOON_RIGHT_X, Saba::Gal::BALLOON_Y, balloon, Rect.new(0, 0, w, h))
      end
    end
  end

end


class Game_Picture
  attr_accessor:mirror_pic
  alias saba_gal_initialze initialize
  def initialize(number)
    saba_gal_initialze(number)
    @mirror_pic = false
  end
end

class Sprite_Picture < Sprite
  alias saba_gal_update update
  def update
    saba_gal_update
    if @picture_name != ""
      self.mirror = @picture.mirror_pic
    end
  end
end

class Game_Pictures
  def size
    return @data.size
  end
end

class Game_Temp
  attr_accessor :window_number
  attr_accessor :pic_actors
  alias saba_pic_initialize initialize
  def initialize
    saba_pic_initialize
    @pic_actors = []
  end
end

class Game_Interpreter
  #--------------------------------------------------------------------------
  # ● フキダシアイコンの表示
  #--------------------------------------------------------------------------
  alias saba_gal_command_213 command_213
  def command_213
    unless message_mode?
      saba_gal_command_213
      return
    end
    command = @list[@index + 1]
    if command == nil || command.code != 101
      p "イベントコマンドのフキダシアイコンの表示 の後にメッセージイベントを入れてください" 
      return
    end

    return if Input.press?(Saba::Gal::SKIP_BUTTON)
    params = command.parameters
    name = params[0]
    actor_id = name["actor".length..-1].to_i
    position = params[3]
    x = (picture_base_x(position) + offset_event_balloon_x(position, actor_id) + 80) / 32.0 + $game_map.display_x
    y = (picture_base_y(position) + offset_event_balloon_y(actor_id)) / 32.0 + $game_map.display_y
    balloon_char = Game_Character.new
    balloon_char.moveto(x, y)
    balloon_char.balloon_id = @params[1]
    SceneManager.scene.create_gal_event_balloon(balloon_char)
  end
  #--------------------------------------------------------------------------
  # ● 会話モードかどうかを判定します。
  #--------------------------------------------------------------------------
  def message_mode?
    return $game_switches[Saba::Gal::MESSAGE_MODE_SWITCH] == true
  end
end
2. Sub script #1: Hide Message Window and Access Save Screen

Code:
#==============================================================================
# ■ Girl Game Message Window Expansion 4
#   @version 0.4 11/12/27 RGSS3
#   @author Saba Kan
#   @translator kirinelf
#------------------------------------------------------------------------------
#  Adds Hide Message Window and Call Save Window from Message Window options.
#==============================================================================
module Saba
  module GalEx
    # Hide Message Window (R is W on the keyboard).
    # To disable, use 'nil'. 
    HIDE_BUTTON = Input::R

    # Save Button (L is Q on the keyboard).
    # To disable, use 'nil'. 
    SAVE_BUTTON = Input::L
  end
end

#=========================================================================
# Do not edit anything under this line unless you know what you're doing!
#=========================================================================

class Scene_Map
  alias saba_hide_window_update update
  def update
    saba_hide_window_update
    return if @message_window.openness == 0
    if Input.trigger?(Saba::GalEx::HIDE_BUTTON)
      Sound.play_cursor
      @message_window.visible = ! @message_window.visible
    elsif Input.trigger?(Saba::GalEx::SAVE_BUTTON)
      if @message_window.is_a?(Window_MessageGal)
        Sound.play_cursor
        SceneManager.call(Scene_Save)
      end
    end
  end
end



class Window_MessageGal
  def visible=(v)
    super
    if v
      update_name_visibility
    else
      @name_sprite.visible = false
      @name_window.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # ● ふきだしの表示を切り替えます。
  #--------------------------------------------------------------------------
  alias saba_hide_window_update_balloon_visibility update_balloon_visibility
  def update_balloon_visibility
    unless self.visible
      @balloon_sprite.visible = false
      return
    end
    saba_hide_window_update_balloon_visibility
  end
end
3. Sub script #2: Message Log

Code:
#==============================================================================
# ■ Message Log 4
#   @version 0.5 11/12/30
#   @author Saba Kan
#   @translator kirinelf
#------------------------------------------------------------------------------
#  
#==============================================================================
module Saba
  module MessageLog
    # Display Message Log (X is A on the keyboard).
    LOG_BUTTON = Input::X

    # Space in pixels between each message in the log.
    Y_SPACE = 10

    # Maximum number of messages to save in log. 
    # ※If too high, will result in Bitmap Overflow errors.
    MAX_HISTORY = 20

    # Color of the background.
    BG_COLOR = Color.new(0, 0, 0, 180)

    # Scrolling speed.
    SCROLL_SPEED = 5

    # Size of the font.
    FONT_SIZE = 20

    # Height in pixels of each line. 
    LINE_HEIGHT = 22

    # Width of the Name Column.
    NAME_WIDTH = 100
  end
end

#=========================================================================
# Do not edit anything under this line unless you know what you're doing!
#=========================================================================

$imported = {} if $imported == nil
$imported["MessageLog"] = true

class Window_MessageLog < Window_Selectable
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, window_width, window_height)
    self.active = true
    self.opacity = 0
    create_back_sprite
    refresh
  end
  #--------------------------------------------------------------------------
  # ● ログに必要な高さを計算
  #--------------------------------------------------------------------------
  def calc_log_height
    return @log_height if @log_height != nil
    @log_height = 0
    for log in $game_message_log.logs

      log.texts.each_with_index do |text, i|
        next if i == 0 && log.talk
        @log_height += 24
      end
      @log_height += Saba::MessageLog::Y_SPACE
    end
    return @log_height
  end
  #--------------------------------------------------------------------------
  # ● 背景スプライトの作成
  #--------------------------------------------------------------------------
  def create_back_sprite
    @back_sprite = Sprite.new
    @back_sprite.bitmap = Bitmap.new(window_width, window_height)
    bg_color = Saba::MessageLog::BG_COLOR
    @back_sprite.bitmap.fill_rect(Rect.new(0, 0, window_width, window_height), bg_color)
    @back_sprite.visible = true
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ幅の取得
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ高さの取得
  #--------------------------------------------------------------------------
  def window_height
    Graphics.height
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    y = 0
    for log in $game_message_log.logs
      talk = false
      log.texts.each_with_index do |text, i|

        if i == 0 && log.talk
          talk = true
        end

        x = (talk && i == 0) ? 0 : Saba::MessageLog::NAME_WIDTH
        draw_text_ex(x-16, y, "「") if talk && i == 1
        text += "」" if talk && log.texts.size - 1 == i
        draw_text_ex(x, y, text)
        y += Saba::MessageLog::LINE_HEIGHT if ! talk || i > 0

      end
      y += Saba::MessageLog::Y_SPACE
    end

    @max_oy = [0, calc_log_height - window_height + 32].max
    self.oy = @max_oy
  end
  #--------------------------------------------------------------------------
  # ● フォント設定のリセット
  #--------------------------------------------------------------------------
  def reset_font_settings
    change_color(normal_color)
    contents.font.size = Saba::MessageLog::FONT_SIZE
    contents.font.bold = false
    contents.font.italic = false
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ内容の作成
  #--------------------------------------------------------------------------
  def create_contents
    contents.dispose
    self.contents = Bitmap.new(window_width-32, [window_height-32, calc_log_height-32].max)
  end
  def update
    super
    if Input.press?(Input::DOWN)
      self.oy += Saba::MessageLog::SCROLL_SPEED
    end
    if Input.press?(Input::UP)
      self.oy -= Saba::MessageLog::SCROLL_SPEED
    end
    self.oy = 0 if self.oy < 0
    self.oy = @max_oy if self.oy > @max_oy
  end
end

class Game_MessageLog
  attr_reader :texts
  attr_reader :talk
  def initialize(texts)
    @texts = texts
    if $imported["GalGameTalkSystem"]
      @talk = $game_switches[Saba::Gal::DISPLAY_NAME_SWITCH]
    else
      @talk = false
    end
  end
  def ==(arg)
    return arg.instance_of?(self.class) && @texts == arg.texts
  end
end

class Game_MessageLogSet
  attr_accessor:logs

  def initialize
    @logs = []
  end
  def push_log(texts)
    return if texts == nil || texts.size == 0
    log = Game_MessageLog.new(texts)
    return if @logs[-1] == log 
    @logs.push(log)
    @logs.shift if @logs.size > Saba::MessageLog::MAX_HISTORY
  end
end

class Scene_Map
  #--------------------------------------------------------------------------
  # ● シーン遷移に関連する更新
  #--------------------------------------------------------------------------
  alias saba_msglog_update update
  def update
    saba_msglog_update
    update_call_msg_log unless scene_changing?
  end
  #--------------------------------------------------------------------------
  # ● メッセージログ呼び出し判定
  #--------------------------------------------------------------------------
  def update_call_msg_log
    call_msglog if Input.trigger?(Saba::MessageLog::LOG_BUTTON)
  end
  def call_msglog
    Sound.play_ok
    SceneManager.call(Scene_MsgLog)
  end
end

class Scene_MsgLog < Scene_MenuBase
   #--------------------------------------------------------------------------
  # ● 開始処理
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
  end
  #--------------------------------------------------------------------------
  # ● コマンドウィンドウの作成
  #--------------------------------------------------------------------------
  def create_command_window
    @log_window = Window_MessageLog.new
    @log_window.set_handler(:cancel,    method(:return_scene))
  end
end

class Window_Message
  alias saba_msglog_process_all_text process_all_text
  def process_all_text
    $game_message_log.push_log($game_message.texts)
    saba_msglog_process_all_text
  end
end

class << DataManager
  #--------------------------------------------------------------------------
  # ● 各種ゲームオブジェクトの作成
  #--------------------------------------------------------------------------
  alias saba_msglog_create_game_objects create_game_objects
  def create_game_objects
    saba_msglog_create_game_objects
    $game_message_log          = Game_MessageLogSet.new
  end
  #--------------------------------------------------------------------------
  # ● セーブ内容の作成
  #--------------------------------------------------------------------------
  alias saba_msglog_make_save_contents make_save_contents
  def make_save_contents
    contents = saba_msglog_make_save_contents
    contents[:message_log] = $game_message_log
    contents
  end
  #--------------------------------------------------------------------------
  # ● セーブ内容の展開
  #--------------------------------------------------------------------------
  alias saba_msglog_extract_save_contents extract_save_contents
  def extract_save_contents(contents)
    saba_msglog_extract_save_contents(contents)
    $game_message_log        = contents[:message_log]
  end
end
The script also requires a few images that need to be placed in the Graphics/System folder. This is a link to the images required for the script to run: [Link] I have also attached them to this post for easy access. Remember that you also need a bunch of potraits that are included in the demo but which I won't add for you guys.

The demo can be found here: [Link] This is quite a simple script IF you know what you're doing, which takes a bit of playing around. So I've included a demo to save you the trouble of accidentally ruining your current project or having to start a new project just for this. Aren't I kind?

For those of you who can't be bothered downloading the demo, I'm including a copy of the documentation here.

How to Use

Place the three scripts in the order I've numbered them above Main and under Materials. 1 - This is the main script. It has the bulk of the processing stuff in it.

2 - This is a sub script. It makes it so that you can hide the message window completely or open the save screen from within the message.

3 - This is a sub script. It adds a message log so you can reread messages in case you missed one.

Place all the images in the System folder into your Graphics/System folder. You also need all potraits to go into the Graphics/Pictures folder. Refer to the demo for additional details.

One thing to note here is that since this system can be used in conjunction with the default message system, I'm going to call this a Conversation system instead of a Message system.

This script is NOT compatible with Yanfly's Ace Message System. I haven't tried any others yet. modern algebra's ATS: Formatting doesn't work with it either, which is sad.

*******

Full Use

*******

Full use of the script includes the following elements:

Character Potrait Positioning

Speech Balloon

Windowskin Color

Namebox

Emoticons (Balloon Icons)

as well as

Message Logs

Enter Save Screen from Conversation

Hide Conversation Window

The latter three are from sub scripts, and the last two can be disabled individually.

*******

Setting Up

*******

To use the script to its fullest extent, you will need to turn switches on and off, as well as tinting and erasing pictures. This is easily done by setting up two common events and calling them before and after each convo, as can be seen in the demo. The first common event, which I labelled Conversation Start, turns on the switches that toggle the Conversation Mode to begin with, Name Display and Speech Balloon Graphic Display. This is also the reason why I distinguish between Conversations and Messages; there's a bloody switch that toggles between the two. These switches can be assigned from within the script; the default IDs are 132, 133 and 134.

The second common event, which is used for ending a conversation, tints the two character potraits (Which, by default, will take up Pictures ID 10 and 12) dark, turns off the three switches you turned on, then erases them to formally end the conversation. This is all you really have to do to set up the script. This and, of course, have the pictures in your System/Pictures folder.

You call the first common event before setting up your convo messages, and call the second common event after you're done and want to stop the conversation.

*******

Assigning and Using Potraits

*******

By default, the script uses the actor face you picked to determine the potrait you use. Refer to this grid:

0 1 2 3

4 5 6 7

Each face graphic in the Graphics/Faces folder fits that grid. The script looks at the face you choose for your message, adds 1 to it, then searches your Graphics/Pictures folder for the file that matches it. This is the filename it searches for:

(FaceFilename)_(FaceID+1).png

So for example, you picked Ralph's face. Ralph's face belongs to the file Actor1.png in the Graphics/Faces folder, and it's in the '0' section of the grid. This means the script will look for a potrait named Actor1_1.png in the Graphics/Pictures folder. I hope that makes sense.

This has many uses, and the most typical way this is used in the gaming industry is to have a bunch of emotions on the characters. Due to the way the system works, it's easy to organize a set of 8 different emotions for each actor you have, and it'll organize them neatly by filename in your Pictures folder. So Actor1_1 will have a neutral Ralph, Actor1_2 will have a bored Ralph, Actor1_3 will have an angry Ralph, so on and so forth.

Also note that if you select a face ID that doesn't have a corresponding potrait in the Pictures folder (For example, Actor1_8 when you only have 7 potraits), it'll spit an error out at you saying it can't find that image.

The last bit of configuration comes from the message positioning. If you select 'Top', the potrait appears on the right. If you select 'Bottom', the potrait appears on the left. 'Middle' crashes the game. Be warned. Oh, this does not actually affect the message position. It will ALWAYS appear at the bottom, regardless of your setting.

*******

Balloon Icons

*******

Also known as emoticons. These are easy to use. Just have an event command as usual, but with the target set to Player. They will play over the head of the next character who has a line. This may not be ideal for some (For example, having a character be startled with an exclaimation icon, but having the character who startled him speak next), but it can be dealt with by having ellipsises in that character's message (Such as by having the aforementioned startled character 'say' "...!" while having the emoticon pop up on his head).

*******

Speech Balloon Graphic and Windowskin Color

*******

The speech balloon graphics are the little pointer things over the message box that point at the person speaking so you know who's actually talking at the moment. For the most part, this is automatically handled for you. What it does is get the ID of FaceFilename and searches Graphics/System for the matching files. For example, Actor1 = Balloon1 = Window1.

This DOES mean that your FaceFilename has to have a unique number at the end of it. For example, Eric1, Natalie2 and so on. If you have Eric1 and Natalie1, both Eric and Natalie will share the same speech balloon graphic and windowskin color.

The speech balloon graphic is also automatically placed. If your message is positioned at the 'Top' and the character thus appears on the right, the speech balloon graphic is automatically placed so it points towards him. There's no need to worry about this one.

You can ignore windowskin color changes by changing line 70 in the main script. This will make everyone use the one windowskin and speech balloon graphic, regardless of filename ID.

*******

Message Input

*******

Not much to say here. Messages work like any other, simply type in the message and make sure to preview it to make sure it doesn't go over the boundaries. One thing to keep in mind; if you have the Name Display switch turned on, the messagebox only has three lines for text input. The first line is for name input, and should have the actor's name written in it (Or \n[x]).

You can also use \i[x] to put icons in the text, where 'x' is the icon ID.

You can also simulate a system message or a message from someone out of view by turning off the Name Display and Speech Balloon Graphic Display switches temporarily, which turns the message box back to four lines as well as defaulting to the Window0 windowskin.

*******

End

*******

And there we go. Any questions, pop me a line. I might not be able to answer it, but I'll do my best and hopefully we can solve it together, or with the help of someone who knows what he's doing.

Kirin, out.
FAQ

Q: Where do I put these scripts?

A: Above Main, under Materials. You really only need the main script; the other two are just bonuses.

Q: How do I use this script?

A: Read the 'How to Use.txt' file included in the demo, or refer to the same section in my post above.

Q: Help! I'm getting an 'Unable to find file: Graphics/System/<Insert filename here>' error!

A: The hint is in the error. Download the images from either this link or from the attachment and place them in the proper folder.

Q: Help! I'm getting an 'Unable to find file: Graphics/Pictures/<Insert filename here>' error!

A: You have selected a face that doesn't have a corresponding potrait in the Pictures folder. Either get one or change your face.

Credit and Thanks

- Saba Kan, for making this script.

- Kirin (me), for translating this.

- Kread-Ex, for giving me pointers as to how to modify the picture base ID.

- Enterbrain, for once again making an awesome maker.

- Google Translate, for helping me with minor translations.

- The makers of the Rikai-chan addon for Mozilla and the Rikai-kun extension for Chrome, for giving us an awesome Japanese translator.

Galge Conversation.zip
 

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Resurrection Games

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Where'd you get those portraits from?! They look awesome.
 

kirinelf

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From the original Japanese demo. I don't know where they're originally from, and I'd advise against using them if at all possible.

Although they do look like official potraits that maybe Japan got for free or something.
 

Asterisk

アステリ (ノ ̄ー ̄)ノ♪
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I'm pretty sure the person drew the pictures xD He had some art under お絵かき

Anyway this is awesome, THANKYOU~!
 

kirinelf

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Yeah, now that I look at it properly, the art style does match. xD Thanks Asterisk.
 

Tukang_Sapu

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wow great !

i have RMVX version of this script.

thank you for translate VX-ace version
 

RyuzawaEnma

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Umm, is this compatible with Yanfly's scripts?
 

Lars Ulrika

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Wow, how this script could end up lost ? 

Is it available for commercial use? 
 

Roselise

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I keep getting the error "line 445: SyntaxError occured. unexpected tIDENTIFIER, expecting ')' ...ield until Input.trigger?:)<img src='http://forums.rpgmakerw..."

I don't know what to do? I copied everything to the T, PLEASE HELP
 

AceOfAces_Mod

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Grab the script from the demo. It seems that he forgot to remove the refrence to the forums (I think...)
 

Crimsonkun

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Can someone help me? I can't seem to figure out how to mirror the picture on the right.


I set it to true but nothing happens, but the left works fine. 


I cannot find a solution
 

BCj

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Such a shame that this does not seem to work with YEA Message System :(
 

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