- [pre lang="ruby" line="1"] 
 
- ##================================================= ============== 
 
- ##+ [VX的] [网管 - 新邮件系统3.0测试版] + by wapwb520pwb   
 
- ##------------------------------------------------- ------------- 
 
 
- ##>> Thaiware RPG MAKER社区 
 
- ##>>特别感谢:鲨鱼,Yatzumo,迷途猫咪,Erzengel,角色扮演, 
 
- ##Dubalex,近世代数,均衡的守护者 
 
- ##------------------------------------------------- ------------- 
 
- ##发行日期:07/06/2008(四 - M - Y) 
 
- ##------------------------------------------------- ------------- 
 
- ##包括:NEO面的系统由Woratana的进展(3.0版) 
 
- ##================================================= ============== 
 
-   
 
- #开始 
 
- #============================================= 
 
- #+网管3测试版+ [07/06/2008] 
 
- #- 添加“文字删除名单” 
 
- #- 更改窗口大小和位置暂时 
 
- #- 你现在可以调用脚本: 
 
- #美元game_message.create_nms_data 
 
- #,重置网管数据或为保存旧文件创建网管数据 
 
- #- 修正写演员的类名 
 
- #- 修正屏幕名称“框中 
 
- #- 加入NAMEBOX_Y_PLUS_TOP修复屏幕名称“框中时,显示在最前面的消息 
 
- #- 集名称“框中的透明度,为不同类型的消息背景 
 
- #- 如果消息窗口自动修复屏幕 
 
- #- 可以绘制新的面貌,而消息正在运行,并设置新的大小脸 
 
- #============================================= 
 
- #============================================= 
 
- #+网管系统2.3 + [11/03/2008 - 06/04/2008] 
 
- #- 删除[写入文本]功能的彩色 
 
- #- “快速文字”功能 
 
- #- 动画面 
 
- #- 玩SE / ME的 
 
- #- 打字声 
 
- #- 滚动文本垂直和水平 
 
- #- 自动切割文本(而不是很好地工作) 
 
- #- 十六进制颜色(特别感谢:RPG&Erzengel) 
 
- #- POP邮件(正在进行中) 
 
- #- 添加脚本代码在评论一些设置, 
 
- #因此,用户可以更改在游戏中调用脚本。 
 
- #============================================= 
 
- #============================================= 
 
- #+网管系统2.1 + [11/03/2008]:固定名称框问题 
 
- #============================================= 
 
- #===================================== 
 
- #     +网管系统2.0功能列表+ 
 
- #===================================== 
 
- #使用这些功能,在消息框 
 
- #---------------------------------- 
 
- #>>网管信息功能 
 
- #---------------------------------- 
 
- #-------------------------- 
 
- #>> [特别呼吁]部分 
 
- #-------------------------- 
 
- #立即\ CE [公共事件ID <<运行公共事件 
 
-   
 
- #\ ANI动画编号] <<“此事件”显示动画 
 
- #\ BAL [气球ID <<显示金球奖上“此事件” 
 
-   
 
- #*注意:此事件=事件,显示此消息 
 
-   
 
- #-------------------------- 
 
- #>> [讯息视窗]部分 
 
- #-------------------------- 
 
- #*临时性质,将只使用一次 
 
- #\ WX [X] <<设置临时x到x 
 
- #\ WY [Y] <<设置临时Ÿ为y 
 
- #\ WW [宽] <<设置临时宽度宽度 
 
- #\ WH [身高<<设置临时高度高度 
 
-   
 
- #---------------------------------------- 
 
- #>> [民意文] + 
 
- #---------------------------------------- 
 
- #弹出的文本将显示以上字符的消息框 
 
- #并有大小相等的邮件大小 
 
-   
 
- #您可以打电话把这个消息弹出文字 
 
- #\ P [人物] 
 
-   
 
- #*字符:字符,你要显示消息框〜 
 
- #0播放机 
 
- #-1此事件 
 
- #1个或多个该事件ID 
 
-   
 
- #---------------------------------------- 
 
- #>> [快速文本] +又名快捷的 
 
- #---------------------------------------- 
 
- #新增及来电很长的文本(或)文字使用快捷多次。 
 
- #你可以把它特殊的语法,例如: “欢迎来到\ C [10]叙利亚村\ C [0] 
 
-   
 
- #美元nms.qt [快速文本ID] ='想要的文字'<<快速文本 
 
-   
 
- #\ QT [快速文本ID <<呼叫快速文本消息框 
 
-   
 
- #-------------------------- 
 
- #[绘制图像]部分 
 
- #-------------------------- 
 
- #\ DW [武器编号<<抽奖武器图标+武器名字 
 
- #\ DA [装甲ID <<抽奖护甲图标+护甲名称 
 
- #\ DI [项目编号<<抽奖项目图标+项目名称 
 
- #\ DS [技能ID] <<抽奖技能图标+技能名称 
 
-   
 
- #\ IC [图标ID <<抽奖图标 
 
-   
 
- #\ DP [IMAGE_NAME <<绘制图像从文件夹“系统” 
 
-   
 
- #-------------------------- 
 
- #>> [写入文本]第 
 
- #-------------------------- 
 
- #\地图<<写地图名称 
 
-   
 
- #\ NC [演员ID <<写Actor类 
 
- #\ NP [1至4(在党的顺序排列)] <<演员写入名称的顺序 
 
- #\ nm的[怪物编号] <<写怪物名称 
 
- #\ NT部队编号<<书写部队名称 
 
-   
 
- #\ NW [武器编号<<写入武器名字 
 
- #\ NA [装甲ID <<写护甲名 
 
- #\ NS [技能ID] <<写技能名称 
 
- #\ NI [项目编号<<写产品名称 
 
- #\价格[项目编号] <<写项目价格 
 
-   
 
- #-------------------------- 
 
- #>> [文字效果] 
 
- #-------------------------- 
 
- #\ FN [字体名称](或)<<变更字体名称 
 
- #\ FS [字体大小<<改变字体大小 
 
- #\延迟[延迟] <<变更每个字母的文字延迟(帧,60帧约1秒) 
 
-   
 
- #\文献<<重置字体名称 
 
- #\ RES <<复位字体大小 
 
- #\红<<重置文本延迟 
 
-   
 
- #\ B <<开启/关闭粗体 
 
- #\ I <<开启/关闭斜体文字 
 
- #\ SH开启/关闭阴影文本<< 
 
- #\ LBL <<打开/关闭字母按字母模式(默认为ON) 
 
-   
 
- #-------------------------- 
 
- #>> [名称框脸部]部分 
 
- #-------------------------- 
 
- #\ NB [名称] <<在当前消息窗口中显示名称框 
 
-   
 
- #\ RNB [名称](或)$ nms._name =“姓名”<<重复名称框: 
 
- #这个名字名称框将显示在未来的消息一次又一次 
 
- #除非有\ NB [名称]在该消息,或者你停止这种类型的选项\ RNB [] 
 
-   
 
- #\ SD [方](或)$ nms.side =侧<<更改半边脸: 
 
- #(0:-1:右侧左侧正常的面孔正常的面孔) 
 
- #(1:左侧新脸| 2:右侧新脸) 
 
-   
 
- #美元nms.color = [红,绿,蓝<<更改名称文字颜色: 
 
- #把RGB颜色,例如: [255100200] 
 
-   
 
- #\发[face_file_name face_index](或)\发[face_file_name,face_index,new_side] 
 
- #<<绘制新的面貌,而正在运行的消息〜 
 
- #face_file_name:人脸图像的名称 
 
- #face_index:面部图像指数(0 - 7) 
 
- #new_side:半边脸,你要改变 
 
-   
 
- #-------------------------- 
 
- #>> [声音]第 
 
- #-------------------------- 
 
- #\ SE [文件名] <<播放东南 
 
- #\我[文件名] <<发挥我 
 
- #\ BGM [文件名] <<播放的BGM 
 
-   
 
- #\典型<<打开/关闭输入的声音 
 
-   
 
- #-------------------------- 
 
- #>> [其他]第 
 
- #-------------------------- 
 
- #\ CB <<开启/关闭取消跳过文本功能(玩家可以/无法按[Enter]跳过文本) 
 
- #\ NL <<开始新行 
 
- #\ SC [X] <<创建空白空间X像素 
 
- #\ W [X] <<等待X展架 
 
- #\ C#XXXXXX,<<文本使用十六进制颜色 
 
-   
 
- #---------------------------------- 
 
- #>> VX默认邮件功能 
 
- #---------------------------------- 
 
- #\ V [变量ID <<写入值从变量 
 
- #\ n【演员ID <<写演员的名字 
 
- #\ C [编号] <<更改文字的颜色(从向下向右Windowskin角落的彩色ID) 
 
- #\ G <<显示黄金窗口 
 
- #\。 <<等待15帧(约1/4秒) 
 
- #\ | <<等待60帧(约1秒) 
 
- #\! <<等待供玩家按下按钮,继续消息 
 
- #\> <<跳过信信在当前行 
 
- #\ <<<停止跳过信,信“在当前行 
 
- #\ ^ <<立即关闭消息框 
 
-   
 
- =end 
 
- class Window_Base 
 
-   
 
-   #--------------------------------- 
 
-   # [START] SETUP SCRIPT PART 
 
-   #------------------------------- 
 
-   #--------------------------------- 
 
-   # ? MESSAGE SYSTEM 
 
-   #------------------------------- 
 
-   NMS_FONT_NAME = "方正准圆简体"#Font.default_name # Default Font Name 
 
-   NMS_FONT_SIZE = 20 # Default Font Size 
 
-   
 
-   # COLOR_ID is from Windowskin image in down-right corder 
 
-   NMS_ITEM_NAME_COLOR_ID = 5  
 
-   NMS_WEAPON_NAME_COLOR_ID = 10 
 
-   NMS_ARMOR_NAME_COLOR_ID = 4 
 
-   NMS_SKILL_NAME_COLOR_ID = 2 
 
-   
 
-   NMS_DELAY_PER_LETTER = 0 # Delay between letter when showing text letter-by-letter 
 
-   # Delay is in frame, 60 frames = 1 second 
 
-   # $nms.text_delay = (number) 
 
-   
 
-   TEXT_X_PLUS = 0 # Move Text Horizontally 
 
-   CHOICE_INPUT_X_PLUS = 0 
 
-   # Move Choices Text and Input Number Text Horizontally 
 
-   
 
-   # [NEW SETTING] # 
 
-   NMS_MSGWIN_X = 128 # Default Message Window X 
 
-   # $nms.msg_x = (number) 
 
-   
 
-   NMS_MSGWIN_WIDTH = 480 # Default Message Window Width 
 
-   # $nms.msg_w = (number) 
 
-   NMS_MSGWIN_MIN_HEIGHT = 128 # Default & Minimum Message Window Height 
 
-   # $nms.msg_h_user = (number) 
 
-   
 
-   NMS_MAX_LINE = 4 # Max Message Lines to display per page 
 
-   # $nms.max_line = (number) 
 
-   NMS_GET_NEXT_LINE = false # Get messages from next message command, if box is not full 
 
-   # $nms.next_msg = true/false 
 
-   
 
-   NMS_MSG_BACK = "MessageBack" # Message Back Image File Name (For 'Dim Background' Message) 
 
-   # (Must be in folder 'System') 
 
-   # $nms.mback = 'Image Name' 
 
-   NMS_MSG_BACK_OPACITY = 255 # message Back's Opacity 
 
-   # $nms.mback_opac = (0 - 255) 
 
-   
 
-   NMS_TEXT_SCROLL = false # Use Vertical Text Scroll? 
 
-   # $nms.txt_scrl = true/false 
 
-   
 
-   NMS_TEXT_AUTO_CUT = false # Text will automatically start new line if that line is full 
 
-   # (Some bug, it may cut in the middle of word..) 
 
-   # $nms.txt_cut = true/false 
 
-   
 
-   NMS_TEXT_AUTO_SCROLL_HORIZONTAL = false # Text will automatically scroll to the left if line is full 
 
-   # This will not work if NMS_TEXT_AUTO_CUT is true 
 
-   # $nms.txt_scrl_hori = true/false 
 
-   NMS_TEXT_AUTO_SCROLL_HORIZONTAL_DELAY = 1 # Scroll Delay (in frame) 
 
-   # $nms.txt_scrl_hori_delay = (number) 
 
-   
 
-   NMS_USER_NEW_LINE = false # Text will goes in new line ONLY when type \nl 
 
-   # (Good for Text Auto Cut) 
 
-   # $nms.txt_unl = true/false 
 
-   
 
-   NMS_REMOVE_LIST = [] # List of text that you want to remove from message 
 
-   # for example, NMS_REMOVE_LIST = ['test', '[MS]'] 
 
-   # will remove text 'test' and '[MS]' before show message 
 
-   # Note that this is NOT case sensitive 
 
-   
 
-   #--------------------------------- 
 
-   # ? FACE SYSTEM 
 
-   #------------------------------- 
 
-   #------------------------------------------------ 
 
-   # ** BOTH FACE SYSTEMS SETUP 
 
-   #---------------------------------------------- 
 
-   DEFAULT_FACE_SIDE = 0 # Default Face Side when game start~ 
 
-   # (0: Left Side Normal Face | -1: Right Side Normal Face) 
 
-   # (1: Left Side Neo Face | 2: Right Side Neo Face) 
 
-   # $nms.side = (side no.) 
 
-   
 
-   FACE_X_PLUS = 0 # Move Face Horizontally (Left: -, Right: +) 
 
-   FACE_Y_PLUS = 0 # Move Face Vertically (Up: -, Down: +) 
 
-   
 
-   MOVE_TEXT = true # (true/false) 
 
-   # Move text to right side of face, when showing face in left side. 
 
-   
 
-   #------------------------------------- 
 
-   # **SHOW FACE EFFECT 
 
-   # * For both Face Systems * 
 
-   #---------------------------------- 
 
-   FADE_EFFECT = true # Turn on/off fade effect (true/false) 
 
-   # $nms.face_fade = true/false 
 
-   FADE_SPEED = 10 # Speed up face's fade effect by increase this number 
 
-   FADE_ONLY_FIRST = true # Use Fade Effect only in first message window? 
 
-   
 
-   MOVE_EFFECT = false # Turn on/off "move in" effect (true/false) 
 
-   # $nms.face_move = true/false 
 
-   MOVE_SPEED = 50 # Speed up face's "move in" effect by increase this number 
 
-   MOVE_ONLY_FIRST = true # Use Move Effect only in first message window? 
 
-   
 
-   FADE_MOVE_WHEN_USE_NEW_FACE = true 
 
-   # Use Fade and Move effect when change Face graphic 
 
-   # (In case using FADE_ONLY_FIRST and MOVE_ONLY_FIRST) 
 
-   
 
-   #------------------------------- 
 
-   # ** NEO FACE SYSTEM 
 
-   #---------------------------- 
 
-   EightFaces_File = false 
 
-   # Use 8 Faces per file (or) 1 Face per file (true/false) 
 
-   
 
-   #------------------------------- 
 
-   # ** ANIMATED FACE SYSTEM 
 
-   #---------------------------- 
 
-   ANIMATE_FACE_DELAY = 6 # Face animate every _ frame 
 
-   # $nms.animf_delay = (number) 
 
-   
 
-   ANIMATE_FACE_CONTINUE = false # Face continue to animate after text stop writing? 
 
-   # $nms.animf_cont = (true/false) 
 
-   
 
-   #------------------------------------ 
 
-   # ? NAME BOX SYSTEM 
 
-   #---------------------------------- 
 
-   NAMEBOX_SKIN = 'Window' # Windowskin of Name Box (In folder 'Graphics/System') 
 
-   NAMEBOX_OPACITY = 255 # Name Box Opacity when using 'Normal Background' message 
 
-   # (Lowest 0 - 255 Highest) 
 
-   NAMEBOX_OPACITY_DIM_BG = 0 # Name Box Opacity when using 'Dim Background' 
 
-   NAMEBOX_OPACITY_NO_BG = 0 # Name Box Opacity when using 'Transparent' Background 
 
-   NAMEBOX_BACK_OPACITY = 180 # Name Box Background Opacity 
 
-   
 
-   NAMEBOX_X_PLUS_NOR = 102 # Additional Name Box X [Horizontal] for Normal Face Name Box 
 
-   NAMEBOX_X_PLUS_NEO = 160 # Additional Name Box X for Neo Face Name Box 
 
-   NAMEBOX_X_PLUS_EIENSHINKEN = -2 
 
-   NAMEBOX_Y_PLUS = 0 # Move Name Box & Text Vertically 
 
-   NAMEBOX_Y_PLUS_TOP = 140 
 
-   # Move Name Box & Text Vertically if message box is on Top 
 
-   
 
-   NAMEBOX_TEXT_FONT = "方正准圆简体" # Name Text Font's Name 
 
-   NAMEBOX_TEXT_SIZE = Font.default_size # Name Text Font's Size 
 
-   NAMEBOX_TEXT_HEIGHT_PLUS = 2 # Increase Name Text Height (For Big Size Text) 
 
-   
 
-   NAMEBOX_TEXT_BOLD = false # Make Text in Name Box Bold 
 
-   NAMEBOX_TEXT_OUTLINE = false # Make Black Outline around Text (Good with Opacity = 0) 
 
-   NAMEBOX_TEXT_DEFAULT_COLOR = [255,255,255]#[255,255,255] # [Red,Green,Blue]: Name Text Color (RGB)  
 
-   # You can easily find color code for RGB (Red Green Blue) color in Google :) 
 
-   # You are allow to change color in game by call script: 
 
-   # $nms.color = [Red,Green,Blue] 
 
-   
 
-   NAMEBOX_TEXT_AFTER_NAME = " " # Add Text after Name, leave "" to disable. 
 
-   
 
-   NAMEBOX_BOX_WIDTH_PLUS = 6 # Increase Name Box Width 
 
-   NAMEBOX_BOX_HEIGHT_PLUS = 7 # Increase Name Box Height 
 
-   
 
-   MOVE_NAMEBOX = true 
 
-   # (true/false) Move Text Box to Right Side if showing Face in Right side. 
 
-   
 
-   #--------------------------------- 
 
-   # ? TEXT TYPING SOUND SYSTEM 
 
-   #------------------------------- 
 
-   TYPING_SOUND = true # Use Typing Sound? 
 
-   # $nms.typ_se = true/false 
 
-   TYPING_SOUND_FILE = 'Cursor' 
 
-   # Sound File Name for Typing Sound (Must be in Folder 'Audio/SE') 
 
-   # $nms.typ_file = 'filename' 
 
-   TYPING_SOUND_VOLUME = 60 # Typing Sound's Volume 
 
-   # $nms.typ_vol = 0 - 100 
 
-   TYPING_SOUND_SKIP = 4 
 
-   # How many frames you want to skip before play typing sound again? 
 
-   # $nms.typ_skip = (no. of frames) 
 
-   #--------------------------------- 
 
-   # [END] SETUP SCRIPT PART 
 
-   #------------------------------- 
 
- end 
 
-   $worale = {} if $worale == nil 
 
-   $worale["NMS"] = true 
 
-   
 
- class Window_Message < Window_Selectable 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ALIAS 
 
-   #-------------------------------------------------------------------------- 
 
-     alias wor_nms_winmsg_ini initialize 
 
-     def initialize 
 
-       wor_nms_winmsg_ini 
 
-       $nms = $game_message 
 
-       contents.font.name = $nms.nms_fontname 
 
-       contents.font.size = $nms.nms_fontsize 
 
-       @face = Sprite.new 
 
-       @face.z = self.z + 5 
 
-       @nametxt = Sprite.new 
 
-       @nametxt.z = self.z + 15 
 
-       @namebox = nil 
 
-       @ori_x = 0 
 
-       @name_text = nil 
 
-       @showtime = 0 # To check if this is first time it shows message (For face) 
 
-       @face_data = Array.new(3) 
 
-       @face_data_old = Array.new(3) 
 
-   
 
-       #NMS 2++ 
 
-       self.width = $nms.msg_w 
 
-       self.height = $nms.msg_h 
 
-       update_window_size(true) 
 
-       self.x = $nms.msg_x 
 
-   
 
-       @typse_count = 0 
 
-       @delay_text = 0 
 
-       @no_press_input = false 
 
-       @biggest_text_height = 0 
 
-       @all_text_width = 0 
 
-       @animf_dl = 0 # Animation Face Delay 
 
-       @animf = false # Using Animation Face? 
 
-       @animf_ind = 0 # Animation Face Index 
 
-       @pop = nil # Pop ID 
 
-     end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ?? 
 
-   #-------------------------------------------------------------------------- 
 
-   def dispose 
 
-     super 
 
-     dispose_gold_window 
 
-     dispose_number_input_window 
 
-     dispose_back_sprite 
 
-     $game_switches[22] = true 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? EDITED 
 
-   #-------------------------------------------------------------------------- 
 
-   def update 
 
-     super 
 
-   if self.visible == true 
 
-     update_back_sprite 
 
-     update_gold_window 
 
-     update_number_input_window 
 
-     update_show_fast 
 
-     update_window_size 
 
-     update_animate_face if @animf 
 
-   
 
-     @typse_count -= 1 if @typse_count > 0 
 
-   
 
-     if @name_text != nil 
 
-       draw_name(@name_text,self.x,self.y) 
 
-     end 
 
-     if @face.bitmap != nil 
 
-       # UPDATE FADE IN EFFECT 
 
-       if @face.opacity < 255 
 
-         @face.opacity += FADE_SPEED 
 
-       end 
 
-       # UPDATE MOVE IN EFFECT 
 
-       if $nms.face_move and @ori_x != @face.x 
 
-         if (@ori_x > @face.x and @face.x + MOVE_SPEED < @ori_x) or (@ori_x < @face.x and @face.x - MOVE_SPEED > @ori_x) 
 
-           @face.x += MOVE_SPEED if @ori_x > @face.x 
 
-           @face.x -= MOVE_SPEED if @ori_x < @face.x 
 
-         else 
 
-           @face.x = @ori_x 
 
-         end 
 
-       end 
 
-     end 
 
-   end 
 
-     unless @opening or @closing 
 
-       if @wait_count > 0 
 
-         @wait_count -= 1 
 
-       elsif self.pause 
 
-         input_pause 
 
-       elsif self.active 
 
-         input_choice 
 
-       elsif @number_input_window.visible 
 
-         input_number 
 
-       elsif @text != nil 
 
-         if @delay_text > 0 
 
-           @delay_text -= 1 
 
-         else 
 
-           update_message 
 
-         end 
 
-       elsif continue? 
 
-         @showtime += 1 
 
-         start_message 
 
-         open 
 
-         $game_message.visible = true 
 
-       else 
 
-         close 
 
-         @showtime = 0 
 
-         if @face.bitmap != nil 
 
-          @face.bitmap.dispose 
 
-         end 
 
-         clear_namebox if @namebox != nil 
 
-         $game_message.visible = @closing 
 
-       end 
 
-     end 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? NEW 
 
-   #-------------------------------------------------------------------------- 
 
-   def update_window_size(direct = false, create_bitmap = true) 
 
-     if (self.width != $nms.msg_w or self.height != $nms.msg_h) or direct 
 
-       self.width = $nms.msg_w if $nms.msg_w > 32 
 
-       self.height = $nms.msg_h if $nms.msg_h > 32 
 
-       create_contents if create_bitmap 
 
-     end 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ??????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def create_gold_window 
 
-     @gold_window = Window_Gold.new(384, 0) 
 
-     @gold_window.openness = 0 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ???????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def create_number_input_window 
 
-     @number_input_window = Window_NumberInput.new 
 
-     @number_input_window.visible = false 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ?????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def create_back_sprite 
 
-     @back_sprite = Sprite.new 
 
-     @back_sprite.bitmap = @old_mback = Cache.system($game_message.mback) 
 
-     @back_sprite.opacity = @old_mback_opac = $game_message.mback_opac 
 
-     @back_sprite.visible = (@background == 1) 
 
-     @back_sprite.z = 190 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ??????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def dispose_gold_window 
 
-     @gold_window.dispose 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ???????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def dispose_number_input_window 
 
-     @number_input_window.dispose 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ?????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def dispose_back_sprite 
 
-     @back_sprite.dispose 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ??????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def update_gold_window 
 
-     @gold_window.update 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ???????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def update_number_input_window 
 
-     @number_input_window.update 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ?????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def update_back_sprite 
 
-     @back_sprite.visible = (@background == 1) 
 
-     @back_sprite.y = y - 16 
 
-     @back_sprite.opacity = $nms.mback_opac > openness ? openness : $nms.mback_opac 
 
-     @back_sprite.update 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def update_show_fast 
 
-     if self.pause or self.openness < 255 
 
-       @show_fast = false 
 
-     elsif Input.trigger?(Input::C) and @wait_count < 2 and !@no_press_input 
 
-       @show_fast = true 
 
-     elsif not Input.press?(Input::C) 
 
-       @show_fast = false 
 
-     end 
 
-     if @show_fast and @wait_count > 0 
 
-       @wait_count -= 1 
 
-     end 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ???????????????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def continue? 
 
-     return true if $game_message.num_input_variable_id > 0 
 
-     return false if $game_message.texts.empty? 
 
-     if self.openness > 0 and not $game_temp.in_battle 
 
-       return false if @background != $game_message.background 
 
-       return false if @position != $game_message.position 
 
-     end 
 
-     return true 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? EDITED: NMS 2.2+ 
 
-   #-------------------------------------------------------------------------- 
 
-   def start_message 
 
-     @all_text_width = 0 
 
-     @pop = nil 
 
-   
 
-     @text = "" 
 
-     @text_line = $game_message.texts.size < $game_message.max_line ? $game_message.texts.size + 1 : MAX_LINE + 1 
 
-     for i in 0...$game_message.texts.size 
 
-       # Change "    " to "" (Spacing for choice) 
 
-       @text += "" if i >= $game_message.choice_start 
 
-       @text += $game_message.texts[i].clone + "\x00" 
 
-     end 
 
-   
 
-     @item_max = $game_message.choice_max 
 
-     convert_special_characters 
 
-     reset_window 
 
-     update_window_size 
 
-     new_page 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? EDITED 
 
-   #-------------------------------------------------------------------------- 
 
-   def new_page 
 
-     @animf = false 
 
-     contents.clear 
 
-   
 
-     if @face.bitmap != nil 
 
-     @face.bitmap.dispose 
 
-     end 
 
-     if $game_message.face_name.empty? 
 
-     @contents_x = TEXT_X_PLUS 
 
-     else 
 
-       nms_draw_new_face 
 
-       # CHECK FOR MOVE EFFECT 
 
-       @ori_x = @face.x 
 
-       if $nms.face_move and ((MOVE_ONLY_FIRST and @showtime <= 1) or (MOVE_ONLY_FIRST == false)) 
 
-         if $game_message.side == 0 or $game_message.side == 1 
 
-           @face.x = 0 - @face.width 
 
-         else 
 
-           @face.x = Graphics.width 
 
-         end 
 
-       end 
 
-       @contents_x = get_x_face 
 
-     end 
 
-     @main_contents_x = @contents_x 
 
-     @contents_y = 0 
 
-     @line_count = 0 
 
-     @typse_count = 0 
 
-     @show_fast = false 
 
-     @line_show_fast = false 
 
-     @pause_skip = false 
 
-     contents.font.color = text_color(0) 
 
-     @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 00 
 
-   
 
-     if @old_mback != Cache.system($nms.mback) or @old_mback_opac != $nms.mback_opac 
 
-       dispose_back_sprite; create_back_sprite 
 
-     end 
 
-   
 
-     @no_press_input = false 
 
-     self.oy = 0 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? EDITED 
 
-   #-------------------------------------------------------------------------- 
 
-   def new_line 
 
-     biggest = @biggest_text_height > WLH ? @biggest_text_height : WLH 
 
-     @contents_y += biggest 
 
-     if $nms.txt_scrl and @contents_y >= contents.height and @text != "" 
 
-       rect = Rect.new(0, biggest, contents.width, contents.height - biggest) 
 
-       cont_s = Bitmap.new(contents.width,contents.height) 
 
-       cont_s.blt(0, 0, contents, rect) 
 
-       rect_s = Rect.new(0,0,contents.width,contents.height) 
 
-       contents.clear_rect(0, 0, contents.width, contents.height) 
 
-       contents.blt(0, 0, cont_s, rect_s) 
 
-       @contents_y = rect.height 
 
-       cont_s.dispose 
 
-       @show_fast = false 
 
-       @no_press_input = true 
 
-     end 
 
-     @contents_x = @main_contents_x 
 
-     @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 0 
 
-     @biggest_text_height = WLH 
 
-     @line_count += 1 
 
-     @line_show_fast = false 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? EDITED 
 
-   #-------------------------------------------------------------------------- 
 
-   def convert_special_characters 
 
-     clear_namebox if @namebox != nil 
 
-   
 
-     # Woratana's :: Quick Text 
 
-     @text.gsub!(/\\QT\[([0-9]+)\]/i) { $nms.qt[$1.to_i] } 
 
-   
 
-     #-------------------------- 
 
-     # DEFAULT FEATURES 
 
-     #----------------------- 
 
-     @text.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] } 
 
-     @text.gsub!(/\\N\[([0-9]+)\]/i) { $game_party.members[($1.to_i)-1].name} 
 
-     @text.gsub!(/\\C\[(.*?)\]/i) { "\x01{#{$1}}" } 
 
-     @text.gsub!(/\\G/i)              { "\x02" } 
 
-     @text.gsub!(/\\\./)             { "\x03" } 
 
-     @text.gsub!(/\\\|/)             { "\x04" } 
 
-     @text.gsub!(/\\!/)              { "\x05" } 
 
-     @text.gsub!(/\\>/)              { "\x06" } 
 
-     @text.gsub!(/\\</)              { "\x07" } 
 
-     @text.gsub!(/\\\^/)             { "\x08" } 
 
-     @text.gsub!(/\\\\/)             { "\\" } 
 
-   
 
-     #-------------------------- 
 
-     # * NMS FEATURES!! 
 
-     #----------------------- 
 
-     # Woratana's :: Draw Weapon Name + Icon 
 
-     @text.gsub!(/\\DW\[([0-9]+)\]/i) { "\x83[#{$data_weapons[$1.to_i].icon_index}]\x01{#{NMS_WEAPON_NAME_COLOR_ID}}\\nw[#{$1.to_i}]\x01{#{$nms.last_color}}"} 
 
-     # Woratana's :: Draw Item Name + Icon 
 
-     @text.gsub!(/\\DI\[([0-9]+)\]/i) { "\x83[#{$data_items[$1.to_i].icon_index}]\x01{#{NMS_ITEM_NAME_COLOR_ID}}\\ni[#{$1.to_i}]\x01{#{$nms.last_color}}" } 
 
-     # Woratana's :: Draw Armor Name + Icon 
 
-     @text.gsub!(/\\DA\[([0-9]+)\]/i) { "\x83[#{$data_armors[$1.to_i].icon_index}]\x01{#{NMS_ARMOR_NAME_COLOR_ID}}\\na[#{$1.to_i}]\x01{#{$nms.last_color}}"} 
 
-     # Woratana's :: Draw Skill Name + Icon 
 
-     @text.gsub!(/\\DS\[([0-9]+)\]/i) { "\x83[#{$data_skills[$1.to_i].icon_index}]\x01{#{NMS_ITEM_NAME_COLOR_ID}}\\ns[#{$1.to_i}]\x01{#{$nms.last_color}}"} 
 
-   
 
-     # Woratana's :: Call Animation 
 
-     @text.gsub!(/\\ANI\[([0-9]+)\]/i) { "\x80[#{$1}]" } 
 
-     # Woratana's :: Call Balloon 
 
-     @text.gsub!(/\\BAL\[([0-9]+)\]/i) { "\x81[#{$1}]" } 
 
-     # Woratana's :: Call Common Event 
 
-     @text.gsub!(/\\CE\[([0-9]+)\]/i) { "\x82[#{$1}]" } 
 
-     # Woratana's :: Draw Icon 
 
-     @text.gsub!(/\\IC\[([0-9]+)\]/i) { "\x83[#{$1}]" } 
 
-   
 
-     # Woratana's :: Map Name 
 
-     @text.gsub!(/\\MAP/i) { nms_get_map_name } 
 
-     # Woratana's :: Actor Class Name 
 
-     @text.gsub!(/\\NC\[([0-9]+)\]/i) { $data_classes[$game_actors[$1.to_i].class_id].name } 
 
-     # Woratana's :: Party Actor Name 
 
-     @text.gsub!(/\\NP\[([0-9]+)\]/i) { $game_party.members[($1.to_i - 1)].name } 
 
-     # Woratana's :: Monster Name 
 
-     @text.gsub!(/\\NM\[([0-9]+)\]/i) { $data_enemies[$1.to_i].name } 
 
-     # Woratana's :: Troop Name 
 
-     @text.gsub!(/\\NT\[([0-9]+)\]/i) { $data_troops[$1.to_i].name } 
 
-     # Woratana's :: Item Name 
 
-     @text.gsub!(/\\NI\[([0-9]+)\]/i) { $data_items[$1.to_i].name } 
 
-     # Woratana's :: Weapon Name 
 
-     @text.gsub!(/\\NW\[([0-9]+)\]/i) { $data_weapons[$1.to_i].name } 
 
-     # Woratana's :: Armor Name 
 
-     @text.gsub!(/\\NA\[([0-9]+)\]/i) { $data_armors[$1.to_i].name } 
 
-     # Woratana's :: Skill Name 
 
-     @text.gsub!(/\\NS\[([0-9]+)\]/i) { $data_skills[$1.to_i].name } 
 
-     # Woratana's :: Item Price 
 
-     @text.gsub!(/\\PRICE\[([0-9]+)\]/i) { $data_items[$1.to_i].price.to_s } 
 
-   
 
-     # Woratana's :: Font Name Change 
 
-     @text.gsub!(/\\FN\[(.*?)\]/i) { "\x84[#{$1}]" } 
 
-     # Woratana's :: Font Size Change 
 
-     @text.gsub!(/\\FS\[(.*?)\]/i) { "\x85[#{$1}]" } 
 
-     # Woratana's :: Reset Font Name 
 
-     @text.gsub!(/\\REF/i) { "\x86" } 
 
-     # Woratana's :: Reset Font Size 
 
-     @text.gsub!(/\\RES/i) { "\x87" } 
 
-     # Woratana's :: BOLD Text 
 
-     @text.gsub!(/\\B/i) { "\x88" } 
 
-     # Woratana's :: ITALIC Text 
 
-     @text.gsub!(/\\I/i) { "\x89" } 
 
-     # Woratana's :: Text DELAY 
 
-     @text.gsub!(/\\DELAY\[([0-9]+)\]/i) { "\x90[#{$1}]"} 
 
-     # Woratana's :: Reset Text Delay 
 
-     @text.gsub!(/\\RED/i) { "\x91" } 
 
-     # Woratana's :: Turn On/Off Letter by Letter 
 
-     @text.gsub!(/\\LBL/i) { "\x92" } 
 
-   
 
-      # Woratana's NeoFace System 
 
-      @text.scan(/\\SD\[([-,0-9]+)\]/i) 
 
-      if $1.to_s != "" 
 
-        $game_message.side = $1.to_i 
 
-        @text.sub!(/\\SD\[([-,0-9]+)\]/i) {} 
 
-      end 
 
-   
 
-      # Woratana's :: Name Box 
 
-      @text.scan(/\\NB\[(.*?)\]/i) 
 
-      if $1.to_s != "" 
 
-        n_text = $1.to_s.gsub(/\x01\{(.*?)\}/i) {} # Clear If there's Color 
 
-        @name_text = n_text 
 
-        @text.sub!(/\\NB\[(.*?)\]/i) {} 
 
-      end 
 
-   
 
-      # Woratana's :: Repeat Name Box 
 
-      @text.gsub!(/\\RNB\[(.*?)\]/i) do 
 
-        $game_message._name = $1.to_s 
 
-        a = "" 
 
-      end 
 
-   
 
-      # NMS 2++ 
 
-      # Woratana's :: SHADOW Text 
 
-      @text.gsub!(/\\SH/i) { "\x93" } 
 
-      # Woratana's :: Cancel Skip Text Button 
 
-      @text.gsub!(/\\CB/i) { "\x94" } 
 
-      # Woratana's :: Wait X Frame 
 
-      @text.gsub!(/\\W\[([0-9]+)\]/i) { "\x95[#{$1}]" } 
 
-      # Woratana's :: Add Space X Pixel 
 
-      @text.gsub!(/\\SC\[([0-9]+)\]/i) { "\x96[#{$1}]" } 
 
-   
 
-      # Woratana's :: Play SE 
 
-      @text.gsub!(/\\SE\[(.*?)\]/i) { "\x97[#{$1}]" } 
 
-      # Woratana's :: Play ME 
 
-      @text.gsub!(/\\ME\[(.*?)\]/i) { "\x98[#{$1}]" } 
 
-      # Woratana's :: Play BGM 
 
-      @text.gsub!(/\\BGM\[(.*?)\]/i) { "\x99[#{$1}]" } 
 
-   
 
-      # Woratana's :: Start New Line 
 
-      @text.gsub!(/\\NL/i) { "\x09" } 
 
-      # Woratana's :: Turn ON/OFF Typing Sound 
 
-      @text.gsub!(/\\TYP/i) { "\x10" } 
 
-      # Woratana's :: Draw Picture 
 
-      @text.gsub!(/\\DP\[(.*?)\]/i) { "\x11[#{$1}]" } 
 
-   
 
-      # Woratana's :: Draw Face 
 
-      @text.gsub!(/\\FA\{(.*?)\}/i) { "\x12{#{$1}}" } 
 
-   
 
-      # Woratana's :: Temporary Width 
 
-      @text.scan(/\\WW\[([-,0-9]+)\]/i) 
 
-      if $1.to_s != '' 
 
-        $nms.msg_temp_w = $1.to_i 
 
-        @text.sub!(/\\WW\[([-,0-9]+)\]/i) {} 
 
-      end 
 
-      # Woratana's :: Temporary Height 
 
-      @text.scan(/\\WH\[([-,0-9]+)\]/i) 
 
-      if $1.to_s != '' 
 
-        $nms.msg_temp_h = $1.to_i 
 
-        @text.sub!(/\\WH\[([-,0-9]+)\]/i) {} 
 
-      end 
 
-      # Woratana's :: Temporary X 
 
-      @text.scan(/\\WX\[([-,0-9]+)\]/i) 
 
-      if $1.to_s != '' 
 
-        $nms.msg_temp_x = $1.to_i 
 
-        @text.sub!(/\\WX\[([-,0-9]+)\]/i) {} 
 
-      end 
 
-      # Woratana's :: Temporary Y 
 
-      @text.scan(/\\WY\[([-,0-9]+)\]/i) 
 
-      if $1.to_s != '' 
 
-        $nms.msg_temp_y = $1.to_i 
 
-        @text.sub!(/\\WY\[([-,0-9]+)\]/i) {} 
 
-      end 
 
-   
 
-     # Woratana's :: Remove text list 
 
-      NMS_REMOVE_LIST.each {|i| @text.gsub!(/#{i}/i) {} } 
 
-   
 
-      # Woratana's :: Pop Text 
 
-      @text.scan(/\\P\[(.*?)\]/i) 
 
-      if $1.to_s != "" 
 
-       @pop = $1.to_i 
 
-       contents.font.name = $nms.nms_fontname if contents.font.name != $nms.nms_fontname 
 
-       contents.font.size = $nms.nms_fontsize if contents.font.size != $nms.nms_fontsize 
 
-       a = @text.split(/\x00/) 
 
-       for i in 0..(a.size - 1) 
 
-         text_width = contents.text_size(a[i]).width 
 
-         @all_text_width = text_width if @all_text_width < text_width 
 
-       end 
 
-        nms_draw_new_face 
 
-        if @face.bitmap != nil 
 
-         if get_x_face == 0 and MOVE_TEXT 
 
-           @all_text_width += (@face.width + TEXT_X_PLUS) 
 
-         else 
 
-           @all_text_width += get_x_face 
 
-         end 
 
-         @face.bitmap.dispose 
 
-         @face.bitmap = nil 
 
-       end 
 
-       @text.sub!(/\\P\[(.*?)\]/i) {} 
 
-       end 
 
-   
 
-      @name_text = $game_message._name if @name_text == nil and $game_message._name != "" 
 
-    end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? EDIT: NMS 2.2++ 
 
-   #-------------------------------------------------------------------------- 
 
-   def reset_window 
 
-     @background = $game_message.background 
 
-     @position = $game_message.position 
 
-     if @background == 0 
 
-       self.opacity = 255 
 
-     else 
 
-       self.opacity = 0 
 
-     end 
 
-     # Calculate Window X/Y and Size depends on Pop or normal message 
 
-     if @pop != nil 
 
-       $nms.msg_h = [((@text_line * WLH) + 8), $nms.msg_h_user].min 
 
-       $nms.msg_w = @all_text_width + 32 
 
-   
 
-       case @pop 
 
-       when 0 # Player 
 
-         set_window_xy($game_player) 
 
-       when -1 # This Event 
 
-         set_window_xy($game_map.events[$game_message.event_id]) 
 
-       else # Event ID 
 
-         set_window_xy($game_map.events[@pop]) 
 
-       end 
 
-     else 
 
-       $nms.msg_h = ((((@text_line * WLH) + 8) > $nms.msg_h_user) and ($nms.txt_scrl == false)) ? ((@text_line * WLH) + 8) : $nms.msg_h_user 
 
-       $nms.msg_w = NMS_MSGWIN_WIDTH 
 
-       self.x = $nms.msg_x 
 
-       case @position 
 
-       when 0  # Down 
 
-         self.y = 0 
 
-         @gold_window.y = 360 
 
-       when 1  # Middle 
 
-         self.y = ((Graphics.height - $nms.msg_h) / 2) 
 
-         @gold_window.y = 0 
 
-       when 2  # Up 
 
-         self.y = Graphics.height - $nms.msg_h 
 
-         @gold_window.y = 0 
 
-       end 
 
-     end 
 
-     # Temporary Size & Position 
 
-     if !$nms.msg_temp_w.nil? 
 
-       $nms.msg_w = $nms.msg_temp_w 
 
-       $nms.msg_temp_w = nil 
 
-     end 
 
-     if !$nms.msg_temp_h.nil? 
 
-       $nms.msg_h = $nms.msg_temp_h 
 
-       $nms.msg_temp_h = nil 
 
-     end 
 
-     if !$nms.msg_temp_x.nil? 
 
-       self.x = $nms.msg_temp_x 
 
-       $nms.msg_temp_x = nil 
 
-     end 
 
-     if !$nms.msg_temp_y.nil? 
 
-       self.y = $nms.msg_temp_y 
 
-       $nms.msg_temp_y = nil 
 
-     end 
 
-     # Fix Window Position if it's out of screen 
 
-     self.x = 0 if self.x < 0 
 
-     self.x = Graphics.width - $nms.msg_w if (self.x + $nms.msg_w) > Graphics.width 
 
-     self.y = 0 if self.y < 0 
 
-     self.y = Graphics.height - $nms.msg_h if (self.y + $nms.msg_h) > Graphics.height 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? SET Window XY for Pop Message 
 
-   #-------------------------------------------------------------------------- 
 
-   def set_window_xy(chara) 
 
-     char_x = chara.screen_x 
 
-     char_y = chara.screen_y 
 
-     self.x = char_x - ($nms.msg_w / 2) 
 
-     self.y = ((char_y - 32 - $nms.msg_h) >= 0) ? (char_y - 32 - $nms.msg_h) : (char_y + 32) 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ???????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def terminate_message 
 
-     self.active = false 
 
-     self.pause = false 
 
-     self.index = -1 
 
-     @gold_window.close 
 
-     @number_input_window.active = false 
 
-     @number_input_window.visible = false 
 
-     $game_message.main_proc.call if $game_message.main_proc != nil 
 
-     $game_message.clear 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? EDITED 
 
-   #-------------------------------------------------------------------------- 
 
-   def update_message 
 
-     loop do 
 
-       c = @text.slice!(/./m) 
 
-       case c 
 
-       when nil 
 
-         finish_message 
 
-         break 
 
-       when "\x00" 
 
-         new_line if !$nms.txt_unl 
 
-         if @line_count >= $game_message.max_line 
 
-           unless @text.empty? 
 
-             self.pause = true 
 
-             break 
 
-           end 
 
-         end 
 
-       when "\x80" 
 
-         @text.sub!(/\[([0-9]+)\]/, "") 
 
-         $game_map.events[$game_message.event_id].animation_id = $1.to_i 
 
-       when "\x81" 
 
-         @text.sub!(/\[([0-9]+)\]/, "") 
 
-         $game_map.events[$game_message.event_id].balloon_id = $1.to_i 
 
-       when "\x82" 
 
-         @text.sub!(/\[([0-9]+)\]/, "") 
 
-         a = $game_map.interpreter.params[0] 
 
-         $game_map.interpreter.params[0] = $1.to_i 
 
-         $game_map.interpreter.command_117 
 
-         $game_map.interpreter.params[0] = a 
 
-       when "\x83" 
 
-         @text.sub!(/\[([0-9]+)\]/, "") 
 
-         bitmap = Cache.system("Iconset") 
 
-         icon_index = $1.to_i 
 
-         # Check for Auto Cut 
 
-         new_line if $nms.txt_cut and (@contents_x + 24 > contents.width) 
 
-         # Draw ICON 
 
-         draw_icon(icon_index, @contents_x, @contents_y, true) 
 
-         @contents_x += 24 
 
-       when "\x84" 
 
-         @text.sub!(/\[(.*?)\]/, "") 
 
-         $nms.nms_fontname = $1.to_s 
 
-         next 
 
-       when "\x85" 
 
-         @text.sub!(/\[([0-9]+)\]/, "") 
 
-         $nms.nms_fontsize = $1.to_i; next 
 
-       when "\x86" 
 
-         $nms.nms_fontname = NMS_FONT_NAME; next 
 
-       when "\x87" 
 
-         $nms.nms_fontsize = NMS_FONT_SIZE; next 
 
-       when "\x88" 
 
-         contents.font.bold = contents.font.bold == true ? false : true 
 
-         next 
 
-       when "\x89" 
 
-         contents.font.italic = contents.font.italic == true ? false : true 
 
-         next 
 
-       when "\x90" 
 
-         @text.sub!(/\[([0-9]+)\]/, "") 
 
-         $nms.text_delay = $1.to_i; next 
 
-       when "\x91" 
 
-         $nms.text_delay = NMS_DELAY_PER_LETTER; next 
 
-       when "\x92" 
 
-         $nms.lbl = $nms.lbl == true ? false : true; next 
 
-       when "\x93" 
 
-         contents.font.shadow = contents.font.shadow == true ? false : true 
 
-         next 
 
-       when "\x94" 
 
-         @no_press_input = @no_press_input == true ? false : true 
 
-         next 
 
-       when "\x95" 
 
-         @text.sub!(/\[([0-9]+)\]/, "") 
 
-         @wait_count = $1.to_i 
 
-         break 
 
-       when "\x96" 
 
-         @text.sub!(/\[([0-9]+)\]/, "") 
 
-         @contents_x += $1.to_i 
 
-         next 
 
-       when "\x97" 
 
-         @text.sub!(/\[(.*?)\]/, "") 
 
-         RPG::SE.new($1).play 
 
-       when "\x98" 
 
-         @text.sub!(/\[(.*?)\]/, "") 
 
-         RPG::ME.new($1).play 
 
-       when "\x99" 
 
-         @text.sub!(/\[(.*?)\]/, "") 
 
-         RPG::BGM.new($1).play 
 
-       when "\x09" 
 
-         new_line 
 
-       when "\x10" 
 
-         $nms.typ_se = !$nms.typ_se 
 
-       when "\x11" 
 
-         @text.sub!(/\[(.*?)\]/, "") 
 
-         bitmap = Cache.system($1.to_s) 
 
-         rect = Rect.new(0,0,0,0) 
 
-         rect.width = bitmap.width 
 
-         rect.height = bitmap.height 
 
-         # Check for Auto Cut & Scroll 
 
-         if (@contents_x + bitmap.width > contents.width) 
 
-           if $nms.txt_cut; new_line 
 
-           elsif $nms.txt_scrl_hori; nms_scroll_hori(bitmap.width) 
 
-           end 
 
-         end 
 
-         # Draw Image 
 
-         self.contents.blt(@contents_x, @contents_y, bitmap, rect) 
 
-         @contents_x += bitmap.width 
 
-         @biggest_text_height = bitmap.height if bitmap.height > @biggest_text_height 
 
-         bitmap.dispose 
 
-       when "\x12" 
 
-         @text.sub!(/\{(.*?)\}/, "") 
 
-         a = $1.to_s.split(',') 
 
-         $nms.face_name = a[0] 
 
-         $nms.face_index = a[1].to_i 
 
-         $nms.side = a[2].to_i unless a[2].nil? 
 
-         nms_draw_new_face 
 
-         @ori_x = @face.x 
 
-       when "\x01" 
 
-         @text.sub!(/\{(.*?)\}/, "") 
 
-         color_code = $1.to_s 
 
-         if color_code.include?('#') 
 
-           color_code.sub!(/([0123456789ABCDEF]+)/, "") 
 
-           contents.font.color = get_hex($1) 
 
-         else 
 
-           $nms.last_color = color_code.to_i 
 
-           contents.font.color = text_color($nms.last_color) 
 
-         end 
 
-         next 
 
-       when "\x02" 
 
-         @gold_window.refresh 
 
-         @gold_window.open 
 
-       when "\x03" 
 
-         @wait_count = 15 
 
-         break 
 
-       when "\x04" 
 
-         @wait_count = 60 
 
-         break 
 
-       when "\x05" 
 
-         self.pause = true 
 
-         break 
 
-       when "\x06" 
 
-         @line_show_fast = true 
 
-       when "\x07" 
 
-         @line_show_fast = false 
 
-       when "\x08" 
 
-         @pause_skip = true 
 
-       else 
 
-         contents.font.name = $nms.nms_fontname if contents.font.name != $nms.nms_fontname 
 
-         contents.font.size = $nms.nms_fontsize if contents.font.size != $nms.nms_fontsize 
 
-         c_width = contents.text_size(c).width 
 
-   
 
-         # Check for Text Cut & Scroll Horizontal 
 
-         if (@contents_x + c_width > contents.width) 
 
-           if $nms.txt_cut; new_line 
 
-           elsif $nms.txt_scrl_hori 
 
-             nms_scroll_hori(c_width) 
 
-             @wait_count = $nms.txt_scrl_hori_delay 
 
-             @text = c + @text 
 
-             return 
 
-           end 
 
-         end 
 
-         nms_line_height = contents.text_size(c).height 
 
-         contents.draw_text(@contents_x, @contents_y, 40, nms_line_height, c) 
 
-         @contents_x += c_width 
 
-         # Change Biggest Text Height 
 
-         @biggest_text_height = nms_line_height if nms_line_height > @biggest_text_height 
 
-   
 
-         # Play Typing Sound 
 
-         if $nms.typ_se and @typse_count <= 0 
 
-           RPG::SE.new($nms.typ_file, $nms.typ_vol).play 
 
-           @typse_count += $nms.typ_skip 
 
-         end 
 
-         #Show Fast & Text Delay 
 
-         @show_fast = true if $nms.lbl == false 
 
-   
 
-         @delay_text += $nms.text_delay 
 
-       end 
 
-       break unless @show_fast or @line_show_fast 
 
-     end 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ?????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def finish_message 
 
-     if $game_message.choice_max > 0 
 
-       start_choice 
 
-     elsif $game_message.num_input_variable_id > 0 
 
-       start_number_input 
 
-     elsif @pause_skip 
 
-       terminate_message 
 
-     else 
 
-       self.pause = true 
 
-     end 
 
-     @wait_count = 10 
 
-     @text = nil 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ?????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def start_choice 
 
-     self.active = true 
 
-     self.index = 0 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? EDITED 
 
-   #-------------------------------------------------------------------------- 
 
-   def start_number_input 
 
-     digits_max = $game_message.num_input_digits_max 
 
-     number = $game_variables[$game_message.num_input_variable_id] 
 
-     @number_input_window.digits_max = digits_max 
 
-     @number_input_window.number = number 
 
-     if $game_message.face_name.empty? or MOVE_TEXT == false 
 
-       @number_input_window.x = x - 23 
 
-     else 
 
-       case $game_message.side 
 
-       when 0 
 
-         @number_input_window.x = (x + 112) - 23 
 
-       when 1 
 
-         @number_input_window.x = (x + text_x) - 23 
 
-       when 2 
 
-         @number_input_window.x = x - 23 
 
-       when -1 
 
-         @number_input_window.x = x - 23 
 
-       end 
 
-     end 
 
-     @number_input_window.x += CHOICE_INPUT_X_PLUS 
 
-     @number_input_window.y = y + @contents_y 
 
-     @number_input_window.active = true 
 
-     @number_input_window.visible = true 
 
-     @number_input_window.update 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? EDITED 
 
-   #-------------------------------------------------------------------------- 
 
-   def update_cursor 
 
-     if @index >= 0 
 
-       if $game_message.face_name.empty? 
 
-       x = TEXT_X_PLUS 
 
-       else 
 
-       x = get_x_face 
 
-       end 
 
-       y = ($game_message.choice_start + @index) * WLH 
 
-       # CHANGE WIDTH OF CURSOR FOR CHOICE SELECT 
 
-       if $game_message.face_name.empty? or MOVE_TEXT == false 
 
-         facesize = x 
 
-       else 
 
-         facesize = get_x_face 
 
-         facesize += @face.width if $game_message.side == 2 
 
-         facesize += @face.width + 16 if $game_message.side == -1 
 
-       end 
 
-       self.cursor_rect.set(x, y, contents.width - facesize, WLH) 
 
-     else 
 
-       self.cursor_rect.empty 
 
-     end 
 
-   end 
 
-   
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ????????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def input_pause 
 
-     if Input.trigger?(Input::B) or Input.trigger?(Input::C) 
 
-       self.pause = false 
 
-       if @text != nil and not @text.empty? 
 
-         new_page if @line_count >= $game_message.max_line 
 
-       else 
 
-         terminate_message 
 
-       end 
 
-     end 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ???????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def input_choice 
 
-     if Input.trigger?(Input::B) 
 
-       if $game_message.choice_cancel_type > 0 
 
-         Sound.play_cancel 
 
-         $game_message.choice_proc.call($game_message.choice_cancel_type - 1) 
 
-         terminate_message 
 
-       end 
 
-     elsif Input.trigger?(Input::C) 
 
-       Sound.play_decision 
 
-       $game_message.choice_proc.call(self.index) 
 
-       terminate_message 
 
-     end 
 
-   end 
 
-   #-------------------------------------------------------------------------- 
 
-   # ? ??????? 
 
-   #-------------------------------------------------------------------------- 
 
-   def input_number 
 
-     if Input.trigger?(Input::C) 
 
-       Sound.play_decision 
 
-       $game_variables[$game_message.num_input_variable_id] = 
 
-         @number_input_window.number 
 
-       $game_map.need_refresh = true 
 
-       terminate_message 
 
-     end 
 
-   end 
 
- end 
 
-   
 
- #============================================================================== 
 
- # NMS +[ADD ON]+ WINDOW_MESSAGE_CLASS 
 
- #------------------------------------------------------------------------------ 
 
- #============================================================================== 
 
-   
 
- class Window_Message < Window_Selectable 
 
-   
 
- # Return X for Text 
 
- def get_x_face 
 
-   if MOVE_TEXT == true 
 
-     case $game_message.side 
 
-     when 0 
 
-       return 112 + TEXT_X_PLUS 
 
-     when 1 
 
-       return text_x 
 
-     when 2 
 
-       return TEXT_X_PLUS 
 
-     else 
 
-       return TEXT_X_PLUS 
 
-     end 
 
-   else 
 
-     return TEXT_X_PLUS 
 
-   end 
 
- end 
 
-   
 
-   def text_x 
 
-     return @face.width + TEXT_X_PLUS 
 
-   end 
 
-   
 
-   # Clear Name Box & Name Text 
 
-   def clear_namebox 
 
-     @nametxt.bitmap.dispose 
 
-     @namebox.dispose 
 
-     @namebox = nil 
 
-     @name_text = nil 
 
-   end 
 
-   
 
-   def nms_get_map_name 
 
-     mapdata = load_data("Data/MapInfos.rvdata") 
 
-     map_id = $game_map.map_id 
 
-     return mapdata[map_id].name 
 
-   end 
 
-   
 
-   #-------------------------------------- 
 
-   # DRAW FACE [Both Systems] METHOD 
 
-   #------------------------------------ 
 
-   def draw_face2(face_name, x, y, index = 0, animf = false, animf_index = 0, animf_max = 1, nofade = false) 
 
-   if animf 
 
-     # Use Animated Face 
 
-     bitmap = Cache.face(face_name) 
 
-     rect = Rect.new(0,0,0,0) 
 
-     rect.width = (bitmap.width / animf_max) 
 
-     rect.height = bitmap.height 
 
-     rect.x = animf_index * rect.width 
 
-     rect.y = 0 
 
-     @face.bitmap = Bitmap.new(rect.width,rect.height) 
 
-     @face.bitmap.blt(0,0,bitmap,rect) 
 
-     bitmap.dispose 
 
-   elsif $game_message.side == 0 or $game_message.side == -1 or EightFaces_File 
 
-     # USE 8 FACES PER FILE 
 
-     bitmap = Cache.face(face_name) 
 
-     faceskin = Cache.face("faceskin") 
 
-     rect = Rect.new(0,0,0,0) 
 
-     rect.width = (bitmap.width / 4) 
 
-     rect.height = (bitmap.height / 2) 
 
-     rect.x = index % 4 * rect.width 
 
-     rect.y = index / 4 * rect.height 
 
-     @face.bitmap = Bitmap.new(rect.width,rect.height) 
 
-     @face.bitmap.blt(0,0,bitmap,rect) 
 
-     @face.bitmap.blt(0,0,faceskin,rect) 
 
-     bitmap.dispose 
 
-   else 
 
-     # USE 1 FACES PER FILE 
 
-     @face.bitmap = Cache.face(face_name) 
 
-   end 
 
-   # SET X/Y OF FACE DEPENDS ON FACE SIDE 
 
-   if $game_message.side == 1 
 
-     @face.mirror = false 
 
-     @face.x = x + 6 
 
-     @face.y = y - 6 + height - @face.height 
 
-   elsif $game_message.side == 2 
 
-     @face.mirror = true 
 
-     @face.x = x + ((self.width - 6) - @face.width) 
 
-     @face.y = y - 6 + height - @face.height 
 
-   elsif $game_message.side == 0 
 
-     @face.mirror = false 
 
-     @face.x = x + 16 
 
-     @face.y = y - 16 + height - @face.height 
 
-   elsif $game_message.side == -1 
 
-     @face.mirror = true 
 
-     @face.x = x + self.contents.width - @face.width + 16 
 
-     @face.y = y - 16 + height - @face.height 
 
-   end 
 
-     @face.x += FACE_X_PLUS 
 
-     @face.y += FACE_Y_PLUS 
 
-     @face_data = [face_name, index, $game_message.side] 
 
-     if @face_data != @face_data_old and FADE_MOVE_WHEN_USE_NEW_FACE; @showtime = 1; @face_data_old = @face_data; end 
 
-     @face.opacity = 0 if !nofade and ($nms.face_fade == true and ((FADE_ONLY_FIRST and @showtime <= 1) or (FADE_ONLY_FIRST == false))) 
 
-   end 
 
-   #-------------------------------------- 
 
-   # DRAW NAME BOX METHOD 
 
-   #----------------------------------- 
 
-   def draw_name(name,x,y) 
 
-     name = name + NAMEBOX_TEXT_AFTER_NAME 
 
-     a = Bitmap.new(33,33) 
 
-     a.font.name = NAMEBOX_TEXT_FONT 
 
-     a.font.size = NAMEBOX_TEXT_SIZE 
 
-     rect = a.text_size(name) 
 
-     a.dispose 
 
-     @nametxt.bitmap = Bitmap.new(16 + rect.width, rect.height + NAMEBOX_TEXT_HEIGHT_PLUS) 
 
-     @nametxt.x = x + 8 
 
-     # Eienshinken 
 
-     if $game_message.side == 1 or $game_message.side == 2 
 
-       if @face.bitmap == nil 
 
-         @nametxt.x += NAMEBOX_X_PLUS_EIENSHINKEN 
 
-       else 
 
-         @nametxt.x += NAMEBOX_X_PLUS_NEO 
 
-       end 
 
-     else 
 
-       if @face.bitmap == nil 
 
-         @nametxt.x += NAMEBOX_X_PLUS_EIENSHINKEN 
 
-       else 
 
-         @nametxt.x += NAMEBOX_X_PLUS_NOR 
 
-       end 
 
-     end 
 
-     @nametxt.y = y - 20 + ($game_message.position == 0 ? NAMEBOX_Y_PLUS_TOP : NAMEBOX_Y_PLUS) 
 
-     namebox_x_plus = ($game_message.side == 1 or $game_message.side == 2) ? NAMEBOX_X_PLUS_NEO : NAMEBOX_X_PLUS_NOR 
 
-     @nametxt.x = ((self.x + $nms.msg_w) - namebox_x_plus - @nametxt.width) if MOVE_NAMEBOX and ($game_message.side == 2 or $game_message.side == -1) 
 
-     @namebox = Window.new 
 
-     @namebox.windowskin = Cache.system(NAMEBOX_SKIN) 
 
-     @namebox.z = self.z + 10 
 
-     @namebox.opacity = case @background 
 
-     when 0; NAMEBOX_OPACITY 
 
-     when 1; NAMEBOX_OPACITY_DIM_BG 
 
-     when 2; NAMEBOX_OPACITY_NO_BG 
 
-     end 
 
-     @namebox.back_opacity = NAMEBOX_BACK_OPACITY 
 
-     @namebox.openness = 255 
 
-     @namebox.x = @nametxt.x - NAMEBOX_BOX_WIDTH_PLUS 
 
-     @namebox.y = @nametxt.y - NAMEBOX_BOX_HEIGHT_PLUS 
 
-     @namebox.width = @nametxt.bitmap.width + (NAMEBOX_BOX_WIDTH_PLUS * 2) 
 
-     @namebox.height = @nametxt.bitmap.height + (NAMEBOX_BOX_HEIGHT_PLUS * 2) 
 
-     # Fixed position bug 
 
-     @namebox.x = 0 if @namebox.x < 0 
 
-     @namebox.x = (Graphics.width - @namebox.width) if (@namebox.x + @namebox.width) > Graphics.width  
 
-     @nametxt.bitmap.font.name = NAMEBOX_TEXT_FONT 
 
-     @nametxt.bitmap.font.size = NAMEBOX_TEXT_SIZE 
 
-     @nametxt.bitmap.font.bold = NAMEBOX_TEXT_BOLD 
 
-     if NAMEBOX_TEXT_OUTLINE == true 
 
-       # MAKE TEXT OUTLINE 
 
-       old_shadow = @nametxt.bitmap.font.shadow 
 
-       @nametxt.bitmap.font.color = Color.new(0,0,0) 
 
-       @nametxt.bitmap.draw_text(0,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) 
 
-       @nametxt.bitmap.draw_text(0,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) 
 
-       @nametxt.bitmap.draw_text(2,0,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) 
 
-       @nametxt.bitmap.draw_text(2,2,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) 
 
-       @nametxt.bitmap.font.shadow = old_shadow 
 
-     end 
 
-     @nametxt.bitmap.font.color = Color.new($game_message.color[0],$game_message.color[1],$game_message.color[2]) 
 
-     @nametxt.bitmap.draw_text(1,1,@nametxt.bitmap.width,@nametxt.bitmap.height,name,1) 
 
-     @name_text = nil 
 
-   end 
 
-   
 
-   #-------------------------------------- 
 
-   # DRAW NEW FACE 
 
-   #----------------------------------- 
 
-   def nms_draw_new_face 
 
-     # Setup Face Name / Index 
 
-     name = $game_message.face_name 
 
-     index = $game_message.face_index 
 
-     animf_test = name.sub(/\[([0-9]+)\]/, "") 
 
-     # Animated? 
 
-     @animf = $1.to_i > 0 ? true : false 
 
-     @animf_maxind = $1.to_i 
 
-     @animf_ind = 0 
 
-     @animf_dl = $nms.animf_delay 
 
-     # CALL DRAW FACE METHOD 
 
-     draw_face2(name, self.x, self.y, index, @animf, @animf_ind, @animf_maxind) 
 
-   end 
 
-   #-------------------------------------- 
 
-   # UPDATE ANIMATION FACE 
 
-   #----------------------------------- 
 
-   def update_animate_face 
 
-     if (!self.pause or $nms.animf_cont) 
 
-       @animf_dl -= 1 
 
-       if @animf_dl <= 0 
 
-         @animf_ind = (@animf_ind + 1) % @animf_maxind 
 
-         @animf_dl = $nms.animf_delay 
 
-         draw_face2($game_message.face_name, self.x, self.y, index, @animf, @animf_ind, @animf_maxind, true) 
 
-       end 
 
-     elsif @animf_ind != 0 
 
-       @animf_ind = 0 
 
-       draw_face2($game_message.face_name, self.x, self.y, index, @animf, @animf_ind, @animf_maxind, true) 
 
-     end 
 
-   end 
 
-   #-------------------------------------- 
 
-   # SCROLL TEXT HORIZONTAL 
 
-   #----------------------------------- 
 
-   def nms_scroll_hori(scr_width) 
 
-     biggest = @biggest_text_height > WLH ? @biggest_text_height : WLH 
 
-     rect = Rect.new(0, @contents_y, contents.width, biggest) 
 
-     bitmap = Bitmap.new(rect.width, rect.height) 
 
-     bitmap.blt(0, 0, contents, rect) 
 
-     contents.clear_rect(rect) 
 
-     rect = Rect.new(0, 0, rect.width, rect.height) 
 
-     contents.blt(0 - scr_width, @contents_y, bitmap, rect) 
 
-     contents.clear_rect(0, 0, @face.width, @face.height) if @face.bitmap != nil 
 
-     bitmap.dispose 
 
-     @contents_x = @contents_x - scr_width 
 
-   end 
 
-   
 
-   #-------------------------------------- 
 
-   # GET HEX COLOR by RPG & ERZENGEL 
 
-   #------------------------------------ 
 
-   def get_hex(n) 
 
-     red = 0 
 
-     green = 0 
 
-     blue = 0 
 
-     if n.size != 6 
 
-       print("Hex triplets must be six characters long!\nNormal color will be used.") 
 
-       return normal_color 
 
-     end 
 
-     for i in 1..6 
 
-       sliced = n.slice!(/./m) 
 
-       value = hexconvert(sliced) 
 
-       case i 
 
-       when 1; red += value * 16 
 
-       when 2; red += value 
 
-       when 3; green += value * 16 
 
-       when 4; green += value 
 
-       when 5; blue += value * 16 
 
-       when 6; blue += value 
 
-       end 
 
-     end 
 
-     return Color.new(red, green, blue) 
 
-   end 
 
-   def hexconvert(n) 
 
-     case n 
 
-     when "0"; return 0 
 
-     when "1"; return 1 
 
-     when "2"; return 2 
 
-     when "3"; return 3 
 
-     when "4"; return 4 
 
-     when "5"; return 5 
 
-     when "6"; return 6 
 
-     when "7"; return 7 
 
-     when "8"; return 8 
 
-     when "9"; return 9 
 
-     when "A"; return 10 
 
-     when "B"; return 11 
 
-     when "C"; return 12 
 
-     when "D"; return 13 
 
-     when "E"; return 14 
 
-     when "F";return 15 
 
-     else; return -1 
 
-     end 
 
-   end 
 
- end # CLASS END 
 
-   
 
- #============================================================================== 
 
- # NMS +[ADD ON]+ OTHER CLASS 
 
- #------------------------------------------------------------------------------ 
 
- #============================================================================== 
 
-   
 
- # STORE variables here~* 
 
- class Game_Message 
 
-   attr_accessor :nms_fontname, :nms_fontsize, :event_id, :side, :color, :_name, 
 
- :last_color, :text_delay, :lbl, :msg_w, :msg_h, :msg_x, :max_line, :nms_face_name,  
 
- :nms_face_index, :next_msg, :typ_se, :typ_file, :typ_skip, :typ_vol, :mback, :mback_opac, 
 
- :qt, :txt_scrl, :msg_h_user, :animf_delay, :animf_cont, :txt_cut, :txt_unl, :txt_scrl_hori, 
 
- :txt_scrl_hori_delay, :face_fade, :face_move, :msg_temp_y, :msg_temp_x, :msg_temp_h, 
 
- :msg_temp_w 
 
-   
 
-   
 
-   alias wor_nms_old_ini initialize 
 
-   def initialize 
 
-     create_nms_data 
 
-     wor_nms_old_ini 
 
-   end 
 
-   
 
-   def create_nms_data 
 
-     # NFS 
 
-     @side = Window_Base::DEFAULT_FACE_SIDE 
 
-     @_name = "" 
 
-     @color = Window_Base::NAMEBOX_TEXT_DEFAULT_COLOR 
 
-     # NMS 
 
-     @last_color = 0 
 
-     @nms_fontname = Window_Base::NMS_FONT_NAME 
 
-     @nms_fontsize = Window_Base::NMS_FONT_SIZE 
 
-     @event_id = 0 
 
-     @text_delay = Window_Base::NMS_DELAY_PER_LETTER 
 
-     @lbl = true 
 
-     @msg_w = Window_Base::NMS_MSGWIN_WIDTH 
 
-     @msg_h = @msg_h_user = Window_Base::NMS_MSGWIN_MIN_HEIGHT 
 
-     @msg_x = Window_Base::NMS_MSGWIN_X 
 
-     @max_line = Window_Base::NMS_MAX_LINE 
 
-     @nms_face_name = "" 
 
-     @nms_face_index = 1 
 
-     @next_msg = false 
 
-     @typ_se = Window_Base::TYPING_SOUND 
 
-     @typ_file = Window_Base::TYPING_SOUND_FILE 
 
-     @typ_skip = Window_Base::TYPING_SOUND_SKIP 
 
-     @typ_vol = Window_Base::TYPING_SOUND_VOLUME 
 
-     @mback = Window_Base::NMS_MSG_BACK 
 
-     @mback_opac = Window_Base::NMS_MSG_BACK_OPACITY 
 
-     @qt = Array.new 
 
-     @txt_scrl = Window_Base::NMS_TEXT_SCROLL 
 
-     @animf_delay = Window_Base::ANIMATE_FACE_DELAY 
 
-     @animf_cont = Window_Base::ANIMATE_FACE_CONTINUE 
 
-     @txt_cut = Window_Base::NMS_TEXT_AUTO_CUT 
 
-     @txt_scrl_hori = Window_Base::NMS_TEXT_AUTO_SCROLL_HORIZONTAL 
 
-     @txt_scrl_hori_delay = Window_Base::NMS_TEXT_AUTO_SCROLL_HORIZONTAL_DELAY 
 
-     @txt_unl = Window_Base::NMS_USER_NEW_LINE 
 
-     @face_fade = Window_Base::FADE_EFFECT 
 
-     @face_move = Window_Base::MOVE_EFFECT 
 
-     @msg_temp_x = nil 
 
-     @msg_temp_y = nil 
 
-     @msg_temp_h = nil 
 
-     @msg_temp_w = nil 
 
-   end 
 
- end 
 
-   
 
- class Game_Map 
 
-   attr_accessor :interpreter 
 
- end 
 
-   
 
- class Game_Interpreter 
 
-   attr_accessor :params 
 
- end 
 
-   
 
- class Game_Interpreter 
 
-   def command_101 
 
-     unless $game_message.busy 
 
-       $game_message.event_id = @event_id 
 
-       $game_message.face_name = @params[0] 
 
-       $game_message.face_index = @params[1] 
 
-       $game_message.background = @params[2] 
 
-       $game_message.position = @params[3] 
 
-       next_msg = true 
 
-     loop do 
 
-       if @list[@index].code == 101 and $game_message.max_line > $game_message.texts.size and next_msg 
 
-         @index += 1 
 
-       else 
 
-         break 
 
-       end 
 
-       next_msg = false 
 
-       while @list[@index].code == 401 and $game_message.max_line > $game_message.texts.size 
 
-         next_msg = $game_message.next_msg 
 
-         $game_message.texts.push(@list[@index].parameters[0]) 
 
-         @index += 1 
 
-       end 
 
-     end 
 
-       if @list[@index].code == 102 
 
-         setup_choices(@list[@index].parameters) 
 
-       elsif @list[@index].code == 103 
 
-         setup_num_input(@list[@index].parameters) 
 
-       end 
 
-       set_message_waiting 
 
-     end 
 
-     return false 
 
-   end 
 
-   
 
-   def setup_choices(params) 
 
-     if $game_message.texts.size <= $game_message.max_line - params[0].size 
 
-       $game_message.choice_start = $game_message.texts.size 
 
-       $game_message.choice_max = params[0].size 
 
-       for s in params[0] 
 
-         $game_message.texts.push(s) 
 
-       end 
 
-       $game_message.choice_cancel_type = params[1] 
 
-       $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n } 
 
-       @index += 1 
 
-     end 
 
-   end 
 
- end