Kirin 36 Posted March 29, 2012 (edited) 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ãƒãƒ¬ã‚¢ - PetitRare Updated: 2012/01/21 Email asking for and being granted permission to translate and share: kirinelf ã•ん㸠ã‚ã–ã‚ã–メールã‚りãŒã¨ã†ã”ã–ã„ã¾ã™ã€‚ 日本語ã§ã™ã¿ã¾ã›ã‚“。 ã‚‚ã¡ã‚ã‚“æ“迎ã—ã¾ã™ã€ã©ã†ãžç¿»è¨³ãªã•ã£ã¦ãã ã•ã„。 > http://www.rpgmakervxace.net > http://forums.rpgmakerweb.com ãŠãŠï¼ã€€ã“れã‹ã‚‰ã‚‚ãƒã‚§ãƒƒã‚¯ã•ã›ã¦ã„ãŸã ãã¾ã™ï¼ 2012å¹´3月26æ—¥21:42 Kirin: > ã“ã‚“ã«ã¡ã¯ã€ > > 僕ã¯è‹±èªžã®RPGVXAã®ã‚³ãƒƒãƒ ニティã‹ã‚‰ã®kirinelf ã§ã™ã€‚ã‚リンã§å‘¼ã³ã¾ã™ã“㨠> ã‚‚ã„ã„ã§ã™ã€‚ã‚ã®ã€‚。。日本語ãŒã‚ã¾ã‚Šä¸Šæ‰‹ã§ã‚ã‚りã¾ã›ã‚“ã§ã™ã‹ã‚‰ç”³ã—訳ã‚り ã¾ã›ã‚“。よã‚ã—ããŠããŒã„ã—ã¾ã™ï¼ > > 今回ã®ãƒ¡ãƒ¼ãƒ«ã®ç†ç”±ã¯RPGVXAã®RGSS3スクリプトを翻訳ã—ãŸã„ã“ã¨ã§ã™ã€‚貴方様 ã®ã‚¹ã‚¯ãƒªãƒ—トを英語ã«ç¿»è¨³ã—ã¦ã‚‚ã„ã„ã§ã—ょã†ã‹ï¼Ÿã‚‚ã¡ã‚ã‚“ > 貴方様ã®è¨˜è¼‰ã‚‚゠りã¾ã™ã€‚自分を書ã„ãŸäº‹ã‚‚絶対言ã„ã¾ã›ã‚“。 > > 僕ã®ç›®çš„ã¯é¢ç™½ãã†ãªã‚¹ã‚¯ãƒªãƒ—トを翻訳ã—ã¦ã€ã“ã®ã‚µã‚¤ãƒˆã«ã»ã‹ã®è‹±èªžã®ãƒ¦ãƒ¼ã‚µ ã¨åˆ†ã‹ã¡åˆã„ã¾ã™ï¼š > > http://www.rpgmakervxace.net > http://forums.rpgmakerweb.com > > ãã®ã‚µã‚¤ãƒˆã¯è‹±èªžRPGVXAã®ä¸€ç•ªå¤§ãã„コッムニティã§ã™ã€‚ > > ãŠè¿”äº‹ã‚’æ ¹æ°—ã‚ˆãã¦å¾…ã¦ã„ã¾ã™ã€‚ > > kirinelf (ã‚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! 2012å¹´3月26æ—¥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? Galge is shorthand for Girl Game. 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 #============================================================================== # â– 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. # 座標㫠-1 ã‚’ã‹ã‘ã‚‹å ´åˆ true ã«è¨å®šã—ã¾ã™ã€‚ # 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ãƒãƒ£è¡¨ç¤ºç”¨ 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ãƒãƒ£ã®ã‚ªãƒ•セットä½ç½®ã®x座標å–å¾— #-------------------------------------------------------------------------- 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ãƒãƒ£ã®ã‚ªãƒ•セットä½ç½®ã®y座標å–å¾— #-------------------------------------------------------------------------- def offset_y(actor_id) n = Saba::Gal::OFFSET_Y[actor_id] return 0 if n == nil return n end #-------------------------------------------------------------------------- # ◠イベントãƒãƒ«ãƒ¼ãƒ³ã®ã‚ªãƒ•セットä½ç½®ã®x座標å–å¾— #-------------------------------------------------------------------------- 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ãƒãƒ«ãƒ¼ãƒ³ã®ã‚ªãƒ•セットä½ç½®ã®y座標å–å¾— #-------------------------------------------------------------------------- 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ã®ãƒ”クãƒãƒ£ã‚’明るã #-------------------------------------------------------------------------- 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ã®ãƒ”クãƒãƒ£ä»¥å¤–ã‚’æš—ã #-------------------------------------------------------------------------- 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ã®ãƒ”クãƒãƒ£ã‚’æš—ã #-------------------------------------------------------------------------- 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ã®ä½œæˆ #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # â— ã‚®ãƒ£ãƒ«ã‚²ãƒ¼ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ä½œæˆ # ã‚®ãƒ£ãƒ«ã‚²ãƒ¼ãƒ¢ãƒ¼ãƒ‰ã®æ™‚ã€ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’切り替ãˆã¾ã™ã€‚ #-------------------------------------------------------------------------- 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ã«ã™ã‚‹ @message_window.dispose @message_window = Window_MessageGal.new end else if @message_window.is_a?(Window_MessageGal) # é€šå¸¸ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã«æˆ»ã™ @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ã®ãƒ•ã‚ãƒ€ã‚·ã‚¢ã‚¤ã‚³ãƒ³ä½œæˆ #-------------------------------------------------------------------------- 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ã®ãƒ•ã‚ãƒ€ã‚·ã‚¢ã‚¤ã‚³ãƒ³ç ´æ£„ #-------------------------------------------------------------------------- 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ã®ãƒ•ã‚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ã®è§£æ”¾ #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ– #-------------------------------------------------------------------------- def initialize super self.x = 10 create_baloon_sprite $game_temp.window_number = -1 update_balloon end #-------------------------------------------------------------------------- # ◠ウィンドウ幅ã®å–å¾— #-------------------------------------------------------------------------- def window_width Graphics.width - 20 end #-------------------------------------------------------------------------- # ◠表示行数ã®å–å¾— #-------------------------------------------------------------------------- def visible_line_number return 3 end #-------------------------------------------------------------------------- # ◠改ページãŒå¿…è¦ã‹åˆ¤å®š #-------------------------------------------------------------------------- def need_new_page?(text, pos) pos[:y] > contents.height && !text.empty? end #-------------------------------------------------------------------------- # ◠通常文å—ã®å‡¦ç† #-------------------------------------------------------------------------- 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å—ã«ã‚ˆã‚‹ã‚¢ã‚¤ã‚³ãƒ³æç”»ã®å‡¦ç† #-------------------------------------------------------------------------- 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ã®ä½œæˆ #-------------------------------------------------------------------------- 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ã‚ダシスプライトを生æˆã—ã¾ã™ã€‚ #-------------------------------------------------------------------------- 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ã®è§£æ”¾ #-------------------------------------------------------------------------- def dispose_all_windows super @name_window.dispose @name_sprite.bitmap.dispose @name_sprite.dispose @balloon_sprite.dispose end #-------------------------------------------------------------------------- # â— ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®æ›´æ–° #-------------------------------------------------------------------------- def update super update_name_visibility update_balloon_visibility update_balloon update_opacity end #-------------------------------------------------------------------------- # â— ä¸é€æ˜Žåº¦ã®æ›´æ–° #-------------------------------------------------------------------------- def update_opacity if @background != 0 self.opacity = 0 return end return if self.opacity == 255 self.opacity += 9 end #-------------------------------------------------------------------------- # ◠入力待ã¡å‡¦ç† #-------------------------------------------------------------------------- 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ãã€å®Œå…¨ã«é–‹ãã¾ã§å¾…㤠#-------------------------------------------------------------------------- def open_and_wait open update_picture until open? update_balloon Fiber.yield end end #-------------------------------------------------------------------------- # ◠ウィンドウを閉ã˜ã€å®Œå…¨ã«é–‰ã˜ã‚‹ã¾ã§å¾…㤠#-------------------------------------------------------------------------- def close_and_wait close @name_window.visible = false @name_sprite.visible = false until all_close? Fiber.yield end end #-------------------------------------------------------------------------- # â— æ”¹ãƒšãƒ¼ã‚¸å‡¦ç† #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # â— ç«‹ã¡çµµã®æ›´æ–° #-------------------------------------------------------------------------- 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ä½ç½®ã®æ›´æ–° #-------------------------------------------------------------------------- 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ã¨ä½ç½®ã®å¤‰æ›´åˆ¤å®š #-------------------------------------------------------------------------- def settings_changed? @background != $game_message.background end #-------------------------------------------------------------------------- # ◠改行ä½ç½®ã®å–å¾— #-------------------------------------------------------------------------- def new_line_x return 0 end #-------------------------------------------------------------------------- # ◠次ã®èªžã‚’表示ã™ã¹ãã‹ã©ã†ã‹ã‚’判定ã—ã¾ã™ã€‚ #-------------------------------------------------------------------------- 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ã‚ãƒƒãƒ—ãŒæœ‰åйã‹ã©ã†ã‹ã‚’判定ã—ã¾ã™ã€‚ #-------------------------------------------------------------------------- def skip_enabled? return $game_switches[saba::Gal::SKIP_DISABLE_SWITCH] != true end #-------------------------------------------------------------------------- # ◠スイッãƒã«å¾“ã£ã¦ã€åå‰ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã®è¡¨ç¤ºã‚’切り替ãˆã¾ã™ã€‚ #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # â— ãµãã ã—ã®è¡¨ç¤ºã‚’切り替ãˆã¾ã™ã€‚ #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # â— åå‰ã‚’表示ã™ã¹ãã‹ã©ã†ã‹ã‚’判定ã—ã¾ã™ã€‚ #-------------------------------------------------------------------------- def display_name? return $game_switches[saba::Gal::DISPLAY_NAME_SWITCH] == true end #-------------------------------------------------------------------------- # ◠フã‚ダシをã¾ã£ã•らã«ã—ã¾ã™ã€‚ #-------------------------------------------------------------------------- def clear_balloon @balloon_sprite.bitmap.clear_rect(100, 254, 300, 100) end #-------------------------------------------------------------------------- # ◠ウィンドウã®è‰²ãŒå¤‰ã‚ã£ãŸã‹ã©ã†ã‹ã‚’判定ã—ã¾ã™ã€‚ #-------------------------------------------------------------------------- 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ã‚ダシを更新ã—ã¾ã™ã€‚ #-------------------------------------------------------------------------- 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ã‚ダシアイコンã®è¡¨ç¤º #-------------------------------------------------------------------------- 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ã®ãƒ•ã‚ダシアイコンã®è¡¨ç¤ºã€€ã®å¾Œã«ãƒ¡ãƒƒã‚»ãƒ¼ã‚¸ã‚¤ãƒ™ãƒ³ãƒˆã‚’入れã¦ãã ã•ã„" 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ã‹ã©ã†ã‹ã‚’判定ã—ã¾ã™ã€‚ #-------------------------------------------------------------------------- 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 #============================================================================== # â– 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 #-------------------------------------------------------------------------- # â— ãµãã ã—ã®è¡¨ç¤ºã‚’切り替ãˆã¾ã™ã€‚ #-------------------------------------------------------------------------- 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 #============================================================================== # â– 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 #-------------------------------------------------------------------------- # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ– #-------------------------------------------------------------------------- def initialize super(0, 0, window_width, window_height) self.active = true self.opacity = 0 create_back_sprite refresh end #-------------------------------------------------------------------------- # â— ãƒã‚°ã«å¿…è¦ãªé«˜ã•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ã®ä½œæˆ #-------------------------------------------------------------------------- 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ã®å–å¾— #-------------------------------------------------------------------------- def window_width Graphics.width end #-------------------------------------------------------------------------- # ◠ウィンドウ高ã•ã®å–å¾— #-------------------------------------------------------------------------- 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 += "ã€" 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è¨å®šã®ãƒªã‚»ãƒƒãƒˆ #-------------------------------------------------------------------------- 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ã®ä½œæˆ #-------------------------------------------------------------------------- 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é·ç§»ã«é–¢é€£ã™ã‚‹æ›´æ–° #-------------------------------------------------------------------------- alias saba_msglog_update update def update saba_msglog_update update_call_msg_log unless scene_changing? end #-------------------------------------------------------------------------- # ◠メッセージãƒã‚°å‘¼ã³å‡ºã—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 #-------------------------------------------------------------------------- # â— é–‹å§‹å‡¦ç† #-------------------------------------------------------------------------- def start super create_command_window end #-------------------------------------------------------------------------- # ◠コマンドウィンドウã®ä½œæˆ #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # â— å„種ゲームオブジェクトã®ä½œæˆ #-------------------------------------------------------------------------- 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ã®ä½œæˆ #-------------------------------------------------------------------------- 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ã®å±•é–‹ #-------------------------------------------------------------------------- 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 Edited March 29, 2012 by kirinelf 7 ShinGamix, Kwr32, AERenoir and 4 others reacted to this Share this post Link to post Share on other sites
BellFrost 1 Posted April 5, 2012 Thanks for translating :-) its awesome Share this post Link to post Share on other sites
Nohta 15 Posted April 5, 2012 Oh, how I'd love to use this. I'll throw it in right-- *remembers he doesn't have an artist around, and he can't draw to save his life* ... Crap. Never mind. I'll definitely keep this on my radar, though. 1 Crimson Ninja reacted to this Share this post Link to post Share on other sites
Tammsyn 8 Posted April 5, 2012 i really love the portraits (especially the one of the girl on the vx cover) also v nice script Share this post Link to post Share on other sites
vom53 0 Posted May 27, 2012 FYI This script is incompatible with Victor SFonts. Share this post Link to post Share on other sites
ShinGamix 101 Posted May 27, 2012 Nice work and great topic presentation! I really thank for the work you put into getting us this script! Share this post Link to post Share on other sites
Ms Apple Juice 0 Posted May 29, 2012 Man, thanks for translating this script, it's so pretty and it makes me super happy. Share this post Link to post Share on other sites
chimera 0 Posted June 14, 2012 This is awesome, but I can't download the demo. Share this post Link to post Share on other sites
MTrack 0 Posted June 22, 2012 Cool script you have there..! Work great in my project! anyway, could you help me rewrite this script? i using window resizer script on my project.. so the screen got resized.. but the porblem is.. the potrait picture doesnt placed right. it just floating away about 4 or 6 pixel from my window speech.. could you help sovle that ? sorry 4 my bad scripting N my bad english.. Share this post Link to post Share on other sites
Ramyle 0 Posted July 2, 2012 Nice script! Why is that when I create an Actor9.png face and actor9_1.png ... actor9_8.png it prompts an error saying Unable to find file: Graphics/System/Window9 It only reads actors 1-8 files Share this post Link to post Share on other sites
Cazi 1 Posted July 19, 2012 Love this script, this is exactly why i always make a portrait pic for my custom characters, up until now they we're just waiting to be used Share this post Link to post Share on other sites
Luna Lelou 1 Posted July 23, 2012 This script is very awesome! But I have a problem, I can't mirror the right picture. I set it to "true" but it doesn't work. The left side mirror effect works fine for me. Anyone who can help me? Share this post Link to post Share on other sites
9Sun 0 Posted August 20, 2012 (edited) WHAT THE F I WAS THINKING OF TH@#$ This is GREAT! I was thinking of making such script as I'm making a VN type RPG here. Seeing this script is like a godsent! I forget that Galge stands for Gal Game lol, I thought it's gauge instead of galge initially, wasting many of my time trying to make such a script. Thanks for the post! Deleting Yanfly Message System. Edited August 20, 2012 by 9Sun Share this post Link to post Share on other sites
snow 18 Posted August 26, 2012 Forgive me for asking but where do you go to in the script to change the position of the two images? My images are wayyy to far in the bottom right corner.. Share this post Link to post Share on other sites
Firelad 0 Posted December 22, 2012 (edited) Hey, I'm getting the error when trying to start the test battle or game. I don't know what's causing this. The error said: EDIT: No, I mean this. Script 'Galge Conversation System' line 747: SyntaxError occurred. unexpected tIDENTIFIER, expecting ')' return Input.trigger?(Input::C) || Input.trigger?(Input::<img src='http://www.rpgmakervxace.net/public/style_emoticons/<#EMO_DIR#>/cool.png' class='bbc_emoticon' alt='B)' /> || Input.trigger?(Saba::Gal::SKIP_BUTTON) else return Input.trigger?(Input::C) || Input.trigger?(Input::<img src='http://www.rpgmakervxace.net/public/style_emoticons/<#EMO_DIR#>/cool.png' class='bbc_emoticon' alt='B)' /> Is there a way to fix this error? Edited December 22, 2012 by Firelad Share this post Link to post Share on other sites
estriole 326 Posted December 24, 2012 it's the forum formatting that cause that error (back when forum still error). it change symbols to some weird things (& to &, :B to emoticon, etc) just grab his demo and get the script from there. Share this post Link to post Share on other sites
Ihs 0 Posted January 25, 2013 The whole thing is working, but not completely. I'm having a problem with the tinting as in there's no tinting happening. The portraits of each character appear correctly, just they don't tint out when the other character is speaking. I'm at a loss for what to do >.< Share this post Link to post Share on other sites
RoseGuardian 42 Posted February 9, 2013 (edited) I really like this script but I ran into a problem. I can't get it to work during battle for some reason. How do you get it to work during battle if you want the boss or whatever to talk for a minute in battle. I really need it to work in battle. EDIT: Never mind I just noticed you don't come here very often so it's abious my question will never get answered and that really bothers me because I want it to work in battle. Edited February 9, 2013 by RoseGuardian Share this post Link to post Share on other sites
Yuichi Hayate 0 Posted February 9, 2013 This script is awesome. thx for translating it Share this post Link to post Share on other sites
Internetakias 1 Posted February 10, 2013 Would be nice if the original creator of the script added the option to replace the tints, with fade ins/outs Share this post Link to post Share on other sites
Ihs 0 Posted February 12, 2013 I just don't understand the whole Picture ID thing. I believe that's my problem. Share this post Link to post Share on other sites
Internetakias 1 Posted February 13, 2013 I just don't understand the whole Picture ID thing. I believe that's my problem. Are you sure you haven't made any changes to INACTIVE_TONE or TONE_CHANGE_DURATION? Share this post Link to post Share on other sites
Ihs 0 Posted February 20, 2013 I just don't understand the whole Picture ID thing. I believe that's my problem. Are you sure you haven't made any changes to INACTIVE_TONE or TONE_CHANGE_DURATION? Yeah. I haven't even touched that since I started working with this script. For some reason, the images aren't tinting like they are in the demo. Share this post Link to post Share on other sites
Xander Books 0 Posted May 22, 2013 Hiya, Lovely script! Thanks for translating it and the demo. I was just curious because I could not find it in the script- Is it okay to for commercial use? Thanks. Share this post Link to post Share on other sites
corneredcosmos 21 Posted July 16, 2014 I cannot figure out how to make a character appear on the right. How do you do this?? Share this post Link to post Share on other sites