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Gelarto
Gelarto
Gelato Della Mamma

Nombre de messages : 2919
Age : 29
Distinction : Grand bêta-testeur de la communauté Curse
Personne avec du goût
Je ne suis pas une glace italienne, bordel de merde! [Gel']
Mon plus grand fan [Yama']
Mon ptit bichon [encore Yama']
Jeau-Paul II[Mist']
Saint-Gelato Le Frais [Mist']
Écrivain du dimanche [Amal']
FF IV Fanatic [LaCommu']
Collectionneur de distinctions de merde [Yama]
ModoGel [Un staffieux mais lequel?]
RNGel 2.0 [Zeal']
Date d'inscription : 31/07/2012

Résolu Problème de scripts

Jeu 14 Avr 2016 - 17:47
Bonjour ou bonsoir selon l'heure ou vous lisez,

J'ai un problème de compatibilité entre deux script. La présence du script "ATS: Advanced Choices" fait disparaît l'image "Layout_Help" (qui remplacer la fenêtre d'aide en combat) du script "MOG_Battle_Hud_EX"
Le plus bizarre c'est que les 2 scripts ont pas grand chose à voir '-'

Voici une démo avec tout ce qu'il faut pour voir le bug, y a juste a lancer le combat avec ou sans ATS puis tenter d'utiliser un objet pour voir le problème d'affichage.
http://www.mediafire.com/download/o5z94flhc38b789/Bug-Hud.rar

Merci d'avance Smile


Dernière édition par Gelarto le Ven 15 Avr 2016 - 11:17, édité 1 fois
Azuma-01
Azuma-01
Membre

Nombre de messages : 94
Age : 32
Localisation : Amos
Distinction : aucune
Date d'inscription : 22/09/2009

Résolu Re: Problème de scripts

Ven 15 Avr 2016 - 7:24
Effectivement ce bug est réellement étrange: le fait que ATS donne à Window_ChoiceList une fenêtre d'aide créé ce bug... J’ignore l'impacte que ça aura sur le long terme, mais j'ai fait que cette fenêtre de choix n'aie pas de fenêtre d'aide en combat (ligne 680 ~ 685). Ça fonctionne de nouveaux, mais il se peut de que les options de l'ATS soit limité lors des combat... C'est donc un élément à vérifier...
Code:
#==============================================================================
#    ATS: Choice Options [VXA]
#    Version: 1.0.0
#    Author: modern algebra (rmrk.net)
#    Date: 27 January 2013
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This script improves your control over the choice box by permitting more
#   than four choices in a box, each of which you can disable or remove
#   contingent on the value of any given switch. Additionally, it also allows
#   you to extend the length of the choice beyond the editor's spacial
#   limitations, allowing you to have long choices, and it adds an option for a
#   help window to assist in describing the choices. Aside from that dynamic
#   control over multiple choice branches, you are also permitted to set the
#   number of columns in the choice box, its size, and its position. There are
#   other more minor features as well, which you can learn about in the
#   instructions.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  ATS Series:
#
#    This script is part of the Advanced Text System series of scripts. These
#   scripts are based off the Advanced Text System for RMVX, but since RMVX Ace
#   has a much more sensibly designed message system, it is no longer necessary
#   that it be one large script. For that reason, and responding to feedback on
#   the ATS, I have split the ATS into multiple different scripts so that you
#   only need to pick up the components for the features that you want. It is
#   therefore easier to customize and configure.
#
#    To find more scripts in the ATS Series, please visit:
#      http://rmrk.net/index.php/topic,44525.0.html
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    There are a lot of configuration options in this script, and I direct you
#   to the Editable Region at line 102 for detailed comments on what each does
#   Here, I will just list them:
#
#          :append_choices                    :choice_column_num
#          :choice_spacing                    :choice_win_padding
#          :choice_win_x                      :choice_win_y
#          :choice_win_x_offset               :choice_win_y_offset
#          :choice_win_width                  :choice_win_height
#          :choice_help_win_lines             :choice_format
#          :choice_disabled_opacity
#
#    As with other ATS scripts, you can change the value of these options in
#   game with the following codes in a script call:
#
#      ats_next(:message_option, x)
#      ats_all(:message_option, x)
#
#   Where :message_option is the symbol you want and x is the value you want
#   to change it to. ats_next will only change it for the very next message,
#   while ats_all will change it for every message to follow.
#
#    If any of the values are set to an incorrect value, you will get a popup
#   telling you at the start of the game if you are test playing. If you are
#   running the actual game, however, the popup will not occur, and neither
#   will it occur if you pass a wrong value to the options through the ats_all
#   or ats_next commands.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  List of Special Message Codes:
#
#    The following is a complete list of the message codes at your disposal.
#   Simply insert them into a choice text (or a comment, if specified).
#
# \a[L] - Aligns the text to the left for this choice. Can also use \a[0].
# \a[C] - Aligns the text to the centre for this choice. Can also use \a[1].
# \a[R] - Aligns the text to the right for this choice. Can also use \a[2].
# \s[n] - Will only draw choice if the switch with ID n is ON.
# \s![n] - Will only draw choice if the switch with ID n is OFF.
# \d[n] - Will disable choice if the switch with ID n is ON.
# \d![n] - Will disable choice if the switch with ID n is OFF.
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Comment Codes:
#
# \+{text} - This code must be placed in a comment directly below a choice
#     branch, and it will add the content of text to the choice.
# \h{text} - This code must be placed in a comment directly below a choice
#     branch, and it will define the help text for that choice. If no help text
#     is set for any choice, then the help window will not show up.
#==============================================================================

$imported = {} unless $imported
$imported[:ATS_ChoiceOptions] = true

#==============================================================================
# ** Game_ATS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new public instance variables - append_choices; choice_column_num;
#      choice_spacing; choice_win_padding; choice_win_x; choice_win_x_offset;
#      choice_win_y; choice_win_y_offset; choice_win_width; choice_win_height;
#      choice_help_win_lines; choice_format
#==============================================================================

class Game_ATS
  CONFIG ||= {}
  CONFIG[:ats_choice_options] = {
  ats_choice_options: true,
    #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
    #  EDITABLE REGION
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
    #  :append_choices - If true, subsequent choice commands in an event will
    # be joined together into one large choice box. If false, they won't be.
    append_choices:         true,
    #  :choice_column_num - The number of columns in a choice box
    choice_column_num:      1,
    #  :choice_spacing - If :choice_column_num is greater than one, this is
    # the number of pixels between columns
    choice_spacing:         8,
    #  :choice_win_padding - This determines the size of the choice window's
    # border. The default for most other windows is 12.
    choice_win_padding:     12,
    #  :choice_win_x - This controls the horizontal position of the choice
    # window. It can be set to either :L, :R, :C, or an integer. If an integer,
    # then it is set directly to that x-coordinate. If :L, it is flush with the
    # left side of the message window. If :C, it is in the centre of the
    # message window. If :R, it is flush with the right side of the message
    # window.
    choice_win_x:           :R,
    #  :choice_win_x_offset - This is the number of pixels offset when
    # :choice_win_x is set to :L or :R. When :L, it is added. When :R, it is
    # subtracted.
    choice_win_x_offset:    0,
    #  :choice_win_y - This controls the vertical position of the choice window.
    # It can be set to either :T, :B, or an integer. If an integer, then it is
    # set directly to that y-coordinate. If :T, it is flush with the top of the
    # message window. If :B, it is flush with the bottom of the message window.
    choice_win_y:           :T,
    #  :choice_win_y_offset - This is the number of pixels offset when
    # :choice_win_y is set to :T or :B. When :T, it is added. When :B, it is
    # subtracted.
    choice_win_y_offset:    0,
    #  :choice_win_width - This is the width of the choice window. When it is
    # a range ( a..b ), then the window will be at least a pixels wide and at
    # most b pixels wide, but it will otherwise try to match the size of the
    # longest choice. If you want to set the width directly, just use a single
    # integer here, not a range.
    choice_win_width:       96..Graphics.width,
    #  :choice_win_height - This is the height of the choice window. When it is
    # a range ( a..b ), then the window will be at least a pixels high and at
    # most b pixels high, but it will otherwise try to match the total number
    # of rows in the choice window. If you want to set the height directly,
    # just use a single integer here, not a range.
    choice_win_height:      48..120,
    #  :choice_help_win_lines - Number of lines that can fit in the help window
    choice_help_win_lines:  1,
    #  :choice_format - This allows you to set a format into which all choices
    # will be forced. It can be useful if you want all choices to be a specific
    # colour, or if you want all choices to be indented, but do not want to
    # repeat the codes or spaces in every choice. Basically, it is a string,
    # and somewhere in the string there needs to be %s. That is what will be
    # replaced by the actual choice text. EXAMPLES: If this is '\c[4]%s\c[0]',
    # and you had a choice: 'Yes', then it would be as if you input into the
    # choice box the text: '\c[4]Yes\c[0]'
    choice_format:          '%s',
    #  :choice_disabled_opacity - This sets the opacity of disabled choices.
    # It is an integer between 0 (fully transparent) and 255 (fully opaque)
    choice_disabled_opacity: 128
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
    #  END EDITABLE REGION
    #////////////////////////////////////////////////////////////////////////
  }
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  CONFIG[:ats_choice_options].keys.each { |key| attr_accessor key }
end

#==============================================================================
#  Initialize Common ATS Data if no other ATS script interpreted first
#==============================================================================

if !$imported[:AdvancedTextSystem]
  #============================================================================
  # *** DataManager
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Summary of Changes:
  #    aliased method - create_game_objects; make_save_contents;
  #      extract_save_contents
  #============================================================================
  module DataManager
    class << self
      alias modb_ats_crtgmobj_6yh7 create_game_objects
      alias mlba_ats_mksave_5tg9 make_save_contents
      alias ma_ats_extrcsvcon_8uj2 extract_save_contents
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Create Game Objects
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def self.create_game_objects(*args, &block)
      modb_ats_crtgmobj_6yh7(*args, &block)
      $game_ats = Game_ATS.new
      $game_ats.init_new_installs
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Make Save Contents
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def self.make_save_contents(*args, &block)
      contents = mlba_ats_mksave_5tg9(*args, &block)
      contents[:ats] = $game_ats
      contents
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Extract Save Contents
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def self.extract_save_contents(contents, *args, &block)
      ma_ats_extrcsvcon_8uj2(contents, *args, &block)
      $game_ats = contents[:ats] ? contents[:ats] : Game_ATS.new
      $game_ats.init_new_installs
    end
  end
  
  #============================================================================
  # ** Game_ATS
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  This class holds the default data for all scripts in the ATS series
  #============================================================================
  
  class Game_ATS
    def initialize; reset; end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Reset any or all installed ATS scripts
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def reset(script_name = nil)
      if script_name.is_a? (Symbol) # If script to reset specified
        CONFIG[script_name].each_pair { |key, value|
          self.send("#{key}=".to_sym, value)
          $game_message.send("#{key}=".to_sym, value)
        }
      else                          # Reset all ATS scripts
        CONFIG.keys.each { |script| reset(script) }
      end
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Initialize any newly installed ATS scripts
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def init_new_installs
      CONFIG.keys.each { |script| reset(script) unless self.send(script) }
    end
  end
  
  #============================================================================
  # ** Game_Message
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Summary of Changes:
  #    aliased method - clear
  #============================================================================
  
  class Game_Message
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Clear
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias mlb_ats_clrats_5tv1 clear
    def clear(*args, &block)
      mlb_ats_clrats_5tv1(*args, &block) # Run Original Method
      return if !$game_ats
      Game_ATS::CONFIG.values.each { |installed|
        installed.keys.each { |key| self.send("#{key}=".to_sym, $game_ats.send(key)) }
      }
    end
  end
  
  #============================================================================
  # ** Game_Interpreter
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Summary of Changes:
  #    new methods - ats_all; ats_next
  #============================================================================
  
  class Game_Interpreter
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * ATS All
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def ats_all(sym, *args, &block)
      $game_ats.send("#{sym}=".to_sym, *args, &block)
      ats_next(sym, *args, &block)
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * ATS Next
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def ats_next(sym, *args, &block)
      $game_message.send("#{sym}=".to_sym, *args, &block)
    end
  end

  $imported[:AdvancedTextSystem] = true
end

# If testing the game, alert the user if any configuration values are incorrect
if $TEST
  config = Game_ATS::CONFIG[:ats_choice_options]
  # Choices that must be a boolean
  if !!config[:append_choices] != config[:append_choices]
    msgbox("Configuration Error in ATS: Choice Options!\nThe :append_choices value should be set to either true or false.")
  end
  # Choices that must be a formatting string
  if !config[:choice_format].is_a?(String) || !config[:choice_format][/%s/]
    msgbox("Configuration Error in ATS: Choice Options!\nThe :choice_format value must be a string that includes %s.")
  end
  # Choices that must be Numeric
  [:choice_win_x_offset, :choice_win_y_offset, :choice_disabled_opacity].each { |option|
    if !config[option].is_a?(Numeric)
      msgbox("Configuration Error in ATS: Choice Options!\nThe #{option} value should be set to an integer.")
    end
  }
  # Choices that must be Numeric and greater than 0
  [:choice_column_num, :choice_help_win_lines, :choice_spacing,
    :choice_win_padding].each { |option|
    if !config[option].is_a?(Numeric) || config[option] <= 0
      msgbox("Configuration Error in ATS: Choice Options!\nThe #{option} value should be set to an integer greater than 0.")
    end
  }
  # Choices that must be either Numeric or a Range
  [:choice_win_width, :choice_win_height].each { |option|
    if !config[option].is_a?(Numeric) && !config[option].is_a?(Range)
      msgbox("Configuration Error in ATS: Choice Options!\nThe #{option} value should be set to an integer greater than 0 or a range")
    end
  }
  # Choices that must be either Numeric or a Symbol
  [:choice_win_x, :choice_win_y].each { |option|
    if !config[option].is_a?(Numeric) && !config[option].is_a?(Symbol)
      msgbox("Configuration Error in ATS: Choice Options!\nThe #{option} value should be set to an integer or a symbol.")
    end
  }
end

#==============================================================================
# ** Game_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new public instance variables - append_choices; choice_column_num;
#      choice_spacing; choice_win_padding; choice_win_x; choice_win_x_offset;
#      choice_win_y; choice_win_y_offset; choice_win_width; choice_win_height
#==============================================================================

class Game_Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Game_ATS::CONFIG[:ats_choice_options].keys.each { |key| attr_accessor key }
  attr_accessor :choice_help_texts
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_clr_9vs5 clear
  def clear(*args)
    @choice_help_texts = []
    ma_clr_9vs5(*args) # Run Original Method
  end
end

#==============================================================================
# ** Game_Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    overwritten method - command_403
#    aliased method - setup_choices
#    new methods - append_choice_branches; append_choice_process; choice_plus;
#      choice_plus_process; choice_plus_comment
#==============================================================================

class Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Setup Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maatsco_setupchoics_3jx2 setup_choices
  def setup_choices(params, *args, &block)
    params[0].clear
    params = atsco_interpret_choice_branch(params, @index + 1)
    maatsco_setupchoics_3jx2(params, *args, &block) # Call original method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * When Cancel
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_403
    check = @list[@index].parameters[0].nil? ? 4 : @list[@index].parameters[0]
    command_skip if @branch[@indent] != check
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Interpret Choice Branch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def atsco_interpret_choice_branch(params, index = @index)
    if params[2]
      params[1] = params[2]
    else
      params[2] = params[1]
    end
    loop do
      break unless @list[index]
      if @list[index].indent == @indent
        params, index = atsco_interpret_choice_command(params, index)
        break if @list[index].code == 404
      end
      index += 1
    end
    params
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Interpret Choice Command
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def atsco_interpret_choice_command(params, index)
    params, index = case @list[index].code
    when 102 then atsco_interpret_command_102(params, index) # Show Choices
    when 402 then atsco_interpret_command_402(params, index) # Choice Branch
    when 403 then atsco_interpret_command_403(params, index) # Cancel Branch
    when 404 then atsco_interpret_command_404(params, index) # End Branch
    end
    return params, index
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Append Choice
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def atsco_interpret_command_102(params, index)
    if $game_message.append_choices
      unless @list[index].parameters[1] == 0 # Unless no Cancel Branch
        params[1] = params[0].size + @list[index].parameters[1] # Set Cancel
        params[2] += @list[index].parameters[1]
      end
      # Remove Command from Event command list
      @list.delete_at(index)
      index -= 1
    end
    return params, index
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Append Choice
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def atsco_interpret_command_402(params, index)
    # Accomodate for incorrect configuration of choice_format
    $game_message.choice_format = "" unless $game_message.choice_format.is_a?(String)
    $game_message.choice_format += '%s' unless $game_message.choice_format[/%s/]
    # Choice Plus
    plus_text, help_text = atsco_process_choice_comment(index + 1)
    choice_name = sprintf($game_message.choice_format, @list[index].parameters[1] + plus_text)
    del = false
    # Switch Conditions
    choice_name.gsub!(/\\S(!?)\[\s*(\d+)\s*\]/i) {
      # Set to delete if any condition not met
      del = true if ($1.empty? ? !$game_switches[$2.to_i] :
        $game_switches[$2.to_i]); "" }
    if del # If deleting
      @list[index].parameters[0] = -1
      # If cancel branch after this option
      if params[1] > params[0].size && params[1] < 1000
        params[1] -= 1 # Reduce ID of cancel
        params[1] = 0 if params[1] == params[0].size # If this was cancel, disable
      end
    else
      # Set index
      @list[index].parameters[0] = params[0].size
      # Add to choice array
      params[0].push(choice_name)
      # Add to Help Window
      $game_message.choice_help_texts.push(help_text)
    end
    return params, index
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Append Choice
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def atsco_interpret_command_403(params, index)
    # Only do this if no parameter already set
    if $game_message.append_choices
      if !@list[index].parameters[0]
        # Set the cancel option to this branch
        params[1] += 1000
        @list[index].parameters[0] = params[1] - 1
      else
        params[1] = @list[index].parameters[0] + 1
      end
    end
    return params, index
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Append Choice
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def atsco_interpret_command_404(params, index)
    # Delete it if next code is a choice box
    next_command = @list[index + 1]
    if $game_message.append_choices && next_command.indent == @indent && next_command.code == 102
      @list.delete_at(index)
      index -= 1
    end
    return params, index
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Process Comment
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def atsco_process_choice_comment(index)
    # Collect Subsequent comments
    comment = ""
    while @list[index].code == 108 || @list[index].code == 408
      comment += @list[index].parameters[0]
      index += 1
    end
    return choice_plus_comment(comment, index), choice_help_comment(comment, index)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice + Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_plus_comment(comment, index)
    # Add the content of any \+{} code
    text = ""
    comment.scan(/\\\+{(.+?)}/im) { |str| text += str[0] }
    return text.gsub(/\n/, "")
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice Help Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_help_comment(comment, index)
    # Add the content of any \H{} code
    text = ""
    comment.scan(/\\H{(.+?)}/im) { |str| text += str[0] }
    return text.gsub(/\n/, "")
  end
end

unless $imported[:"MA_ParagraphFormat_1.0.1"] # Overwrite if earlier version
  #============================================================================
  # ** MA_Window_ParagraphFormat
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  This module inserts into Window_Base and provides a method to format the
  # strings so as to go to the next line if it exceeds a set limit. This is
  # designed to work with draw_text_ex, and a string formatted by this method
  # should go through that, not draw_text.
  #============================================================================

  module MA_Window_ParagraphFormat
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Calc Line Width
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def mapf_calc_line_width(line, tw = 0, contents_dummy = false)
      return tw if line.nil?
      line = line.clone
      unless contents_dummy
        real_contents = contents # Preserve Real Contents
        # Create a dummy contents
        self.contents = Bitmap.new(contents_width, 24)
        reset_font_settings
      end
      pos = {x: 0, y: 0, new_x: 0, height: calc_line_height(line)}
      test = @atsf_testing
      @atsf_testing = true # This
      while line[/^(.*?)\e(.*)/]
        tw += text_size($1).width
        line = $2
        # Remove all ancillaries to the code, like parameters
        code = obtain_escape_code(line)
        # If direct setting of x, reset tw.
        tw = 0 if ($imported[:ATS_SpecialMessageCodes] && code.upcase == 'X') ||
          ($imported["YEA-MessageSystem"] && code.upcase == 'PX')
        #  If I need to do something special on the basis that it is testing,
        # alias process_escape_character and differentiate using @atsf_testing
        process_escape_character(code, line, pos)
      end
      @atsf_testing = test
      #  Add width of remaining text, as well as the value of pos[:x] under the
      # assumption that any additions to it are because the special code is
      # replaced by something which requires space (like icons)
      tw += text_size(line).width + pos[:x]
      unless contents_dummy
        contents.dispose # Dispose dummy contents
        self.contents = real_contents # Restore real contents
      end
      return tw
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Format Paragraph
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def mapf_format_paragraph(text, max_width = contents_width)
      text = text.clone
      #  Create a Dummy Contents - I wanted to boost compatibility by using the
      # default process method for escape codes. It may have the opposite effect,
      # for some  
      real_contents = contents # Preserve Real Contents
      self.contents = Bitmap.new(contents_width, 24)
      reset_font_settings
      paragraph = ""
      while !text.empty?
        oline, nline, tw = mapf_format_by_line(text.clone, max_width)
        # Replace old line with the new one
        text.sub!(/#{Regexp.escape(oline)}/m, nline)
        paragraph += text.slice!(/.*?(\n|$)/)
        text.lstrip!
      end
      contents.dispose # Dispose dummy contents
      self.contents = real_contents # Restore real contents
      return paragraph
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Format By Line
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def mapf_format_by_line(text, max_width = contents_width)
      oline, nline, tw = "", "", 0
      loop do
        #  Format each word until reach the width limit
        oline, nline, tw, done = mapf_format_by_word(text, nline, tw, max_width)
        return oline, nline, tw if done
      end
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Format By Word
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def mapf_format_by_word(text, line, tw, max_width)
      return line, line, tw, true if text.nil? || text.empty?
      # Extract next word
      if text.sub!(/([ \t\r\f]*)(\S*)([\n\f]?)/, "") != nil
        prespace, word, line_end = $1, $2, $3
        ntw = mapf_calc_line_width(word, tw, true)
        pw = contents.text_size(prespace).width
        if (pw + ntw >= max_width)
          # Insert
          if line.empty?
            # If one word takes entire line
            return prespace + word, word + "\n", ntw, true
          else
            return line + prespace + word, line + "\n" + word, tw, true
          end
        else
          line += prespace + word
          tw = pw + ntw
          # If the line is force ended, then end
          return line, line, tw, true if !line_end.empty?
        end
      else
        return line, line, tw, true
      end
      return line, line, tw, false
    end
  end

  class Window_Base
    include MA_Window_ParagraphFormat unless $imported[:"MA_ParagraphFormat_1.0"]
  end

  $imported[:"MA_ParagraphFormat_1.0"] = true
  $imported[:"MA_ParagraphFormat_1.0.1"] = true
end

#==============================================================================
# ** Window_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - create_all_windows
#==============================================================================

class Window_Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create All Windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maatsco_creatwindows_6bq3 create_all_windows
  def create_all_windows(*args)
    maatsco_creatwindows_6bq3(*args) # Call original method
    @atsmo_all_windows.push(@choice_window.help_window) if $imported[:ATS_MessageOptions]
  end
end

#==============================================================================
# ** Window_ChoiceList
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    overwritten methods - update_placement; max_choice_width; col_max
#    aliased method - start
#    new methods - all_line_widths
#==============================================================================

class Window_ChoiceList
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maatsco_iniz_4hb6 initialize
  def initialize(*args)
    @all_line_heights, @all_line_ys, @all_choice_widths = [], [], []
    maatsco_iniz_4hb6(*args)
    self.z = @message_window.z + 2 # Above Message Window and Name Window
    # Setup Help Window
    unless Scene_Battle === SceneManager.scene
      lines = $game_message.choice_help_win_lines
      self.help_window = Window_Help.new(lines > 0 ? lines : 1)
      help_window.z = self.z
      help_window.hide
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maatsco_start_3us4 start
  def start(*args, &block)
    format_choices
    maatsco_start_3us4(*args, &block) # Call original method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Command List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maatsco_mkcmmndlist_7bc3 make_command_list
  def make_command_list(*args)
    maatsco_mkcmmndlist_7bc3(*args) # Call original method
    @list.each_with_index { |c, i| c[:enabled] = maatsco_choice_enabled?(i) }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maatsco_drwitm_3yh5 draw_item
  def draw_item(index, *args)
    @drawing_index = index  # Preserve Index to know whether to disable colour
    change_color(contents.font.color)
    maatsco_drwitm_3yh5(index, *args)
    @drawing_index = nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change Text Drawing Color
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def change_color(colour, enabled = true, *args)
    super(colour, @drawing_index ? command_enabled?(@drawing_index) : enabled, *args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice Enabled?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maatsco_choice_enabled?(index)
    name = command_name(index)
    enabled = true
    # Disable Codes
    name.gsub!(/\e[Dd](!?)\[\s*(\d+)\s*\]/i) {
      # Disable if D! switch is ON or if D switch is OFF
      enabled = false if ($1.empty? ? $game_switches[$2.to_i] :
        !$game_switches[$2.to_i]); "" }
    enabled
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Format Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def format_choices
    # Convert escape characters
    $game_message.choices.collect! {|s|
      convert_escape_characters(s.gsub(/\s*\n\s*/, " ")) }
    @all_choice_widths = get_all_choice_widths
    @choice_width = max_choice_width
    # Get maximum in each line
    @choice_width = (calc_window_width - (padding*2) - (spacing*(col_max - 1))) / col_max
    $game_message.choices.collect! {|s| mapf_format_paragraph(s, @choice_width) }
    @all_line_heights = get_line_heights
    # Set up @all_line_ys
    @all_line_ys.clear
    ah = 0
    for h in @all_line_heights
      @all_line_ys.push(ah)
      ah += h
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Escape Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  if instance_methods(false).include?(:convert_escape_characters)
    # If convert_escape_characters already defined in Window_Message, just alias
    alias maatsco_convertesc_5bs7 convert_escape_characters
    def convert_escape_characters(*args, &block)
      maatsco_convert_escape_characters(maatsco_convertesc_5bs7(*args, &block))
    end
  else
    # If convert_escape_characters undefined in Window_Message, call super method
    def convert_escape_characters(*args, &block)
      maatsco_convert_escape_characters(super(*args, &block))
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * ATS CO Convert Escape Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maatsco_convert_escape_characters(text)
    text.gsub!(/\e(N|LB)/i, "\n") unless $imported[:ATS_SpecialMessageCodes]
    text.gsub!(/\eA\[([012])\]/i) { "\eALIGN\[#{$1}\]" }
    text.gsub!(/\eA\[([LRC])\]/i) { "\eALIGN\[#{$1.upcase == 'L' ? 0 : $1.upcase == 'C' ? 1 : 2}\]" }
    text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Process Escape Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  if instance_methods(false).include?(:process_escape_character)
    # If convert_escape_characters already defined in Window_Message, just alias
    alias maatsco_processescchr_4bm8 process_escape_character
    def process_escape_character(code, text, pos, *args)
      maatsco_process_escape_character(code, text, pos)
      maatsco_processescchr_4bm8(code, text, pos, *args)
    end
  else
    # If convert_escape_characters undefined in Window_Message, call super method
    def process_escape_character(code, text, pos, *args)
      maatsco_process_escape_character(code, text, pos)
      super(code, text, pos, *args)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * ATS CO Process Escape Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maatsco_process_escape_character(code, text, pos)
    if code.upcase == 'ALIGN'
      align = (obtain_escape_param(text) % 3)
      return if @atsf_testing || align == 0
      nl = text[/.*/]
      return if !nl
      lw = mapf_calc_line_width(nl)
      spc = (@choice_width - (pos[:x] % (@choice_width + spacing))) - lw
      pos[:x] += spc / (align == 1 ? 2 : 1)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Window Position & Size
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_placement
    self.width = calc_window_width
    self.height = calc_window_height
    self.x = calc_window_x
    self.x = x < 0 ? 0 : x + width > Graphics.width ? Graphics.width - width : x
    self.y = calc_window_y
    self.y = y < 0 ? 0 : y + height > Graphics.height ? Graphics.height - height : y
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Window's Width
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def calc_window_width # Get the width
    r = $game_message.choice_win_width
    if r.is_a?(Range)
      # Auto setting
      w = (standard_padding*2) + (@choice_width*col_max) + (spacing*(col_max - 1))
      w < r.first ? r.first : w > r.last ? r.last : w
    else
      # Direct setting
      r > (standard_padding*2) ? r : standard_padding*2 + 24
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Window's Height
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def calc_window_height # Get the height
    r = $game_message.choice_win_height
    if r.is_a?(Range)
      # Auto Setting
      h = (standard_padding*2) + (@all_line_heights.inject(0, :+))
      h < r.first ? r.first : h > r.last ? r.last : h
    else
      # Direct setting
      r > (standard_padding*2) ? r : standard_padding*2 + 24
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate X Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def calc_window_x
    if $game_message.choice_win_x.is_a?(Symbol)
      # Auto Setting
      if !@message_window.close?
        # Message window is open
        mx, mw = @message_window.x, @message_window.width
        xo = $game_message.choice_win_x_offset
        case $game_message.choice_win_x.to_s.downcase.to_sym
        when :l, :left then mx + xo                            # Left
        when :c, :centre, :center then mx + ((mw - width) / 2) # Centre
        else mx + mw - width - xo                              # Right
        end
      else
        # Centre if Message window not shown
        (Graphics.width - width) / 2
      end
    else
      # Direct setting
      $game_message.choice_win_x
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Y Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def calc_window_y
    if $game_message.choice_win_y.is_a?(Symbol)
      # Auto Setting
      if !@message_window.close?
        # Message window is open
        my, mh = @message_window.y, @message_window.height
        yo = $game_message.choice_win_y_offset
        align = my + mh + height > Graphics.height ? :t : my - height < 0 ? :b :
          $game_message.choice_win_y.to_s.downcase.to_sym
        case align
        when :b, :bottom then my + mh - yo # Bottom
        else my - height + yo              # Top
        end
      else
        # Centre if Message window not shown
        (Graphics.height - height) / 2
      end
    else
      # Direct setting
      $game_message.choice_win_y
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Maximum Width of Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def get_all_choice_widths
    # Create dummy bitmap
    real_contents = contents
    self.contents = Bitmap.new(contents_width, 24)
    reset_font_settings
    choice_widths = $game_message.choices.collect {|s|
      s.split(/\n/).collect {|s2| mapf_calc_line_width(s2, 0, true) }.max}
    self.contents.dispose
    # Restore real bitmap
    self.contents = real_contents
    choice_widths
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Maximum Width of Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def get_line_heights
    line_heights = Array.new(1 + (($game_message.choices.size - 1) / col_max), 0)
    for i in 0...$game_message.choices.size
      h = $game_message.choices[i].split(/\n/).inject(0) {|sum, s2| sum + calc_line_height(s2) }
      line_heights[i / col_max] = h if h > line_heights[i / col_max]
    end
    line_heights
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Rectangle for Drawing Items
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = @all_line_heights.empty? ? item_height : @all_line_heights[index / col_max]
    rect.x = index % col_max * (rect.width + spacing)
    rect.y = @all_line_ys.empty? ? index / col_max * rect.height : @all_line_ys[index / col_max]
    rect
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Maximum Width of Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def max_choice_width
    ($game_message.choices.empty? || @all_choice_widths.empty?) ? 12 : (@all_choice_widths.max +
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Bottom Padding
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_padding_bottom(*args)
    if @all_line_ys.empty?
      super(*args)
    else
      ah = 0
      max = oy + height - (2*standard_padding)
      for h in @all_line_heights
        break if ah + h > max
        ah += h
      end
      self.padding_bottom = padding + (max - ah)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Height of Window Contents
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def contents_height(*args)
    @all_line_heights.empty? ? super(*args) : @all_line_heights.inject(0, :+)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Top Row
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def top_row(*args)
    r = @all_line_ys.empty? ? nil : @all_line_ys.index(oy)
    r ? r : super(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Top Row
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def top_row=(row)
    row = 0 if row < 0
    row = row_max - 1 if row > row_max - 1
    self.oy = @all_line_ys.empty? ? row * item_height : @all_line_ys[row]
    update_padding_bottom
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Number of Rows Displayable on 1 Page
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def page_row_max(*args)
    if @all_line_ys.empty?
      super(*args)
    else
      r = top_row
      hmax = oy + height - (2*standard_padding)
      loop do
        break if r >= @all_line_ys.size
        break if @all_line_ys[r] + @all_line_heights[r] > hmax
        r += 1
      end
      [r - top_row, 1].max
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Number of columns
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def col_max
    [[$game_message.choices.size, $game_message.choice_column_num].min, 1].max
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Translcent Opacity
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def translucent_opacity(*args)
    o = $game_message.choice_disabled_opacity
    o.is_a?(Numeric) ? o : super(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Standard Padding
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def standard_padding(*args)
    p = $game_message.choice_win_padding
    (p.is_a?(Numeric) && p > 0) ? p : super(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Spacing for Items Arranged Side by Side
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def spacing(*args)
    s = $game_message.choice_spacing
    (s.is_a?(Numeric) && s > 0) ? s : super(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Width
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_width(*args)
    @choice_width ? @choice_width : super(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Open
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def open
    super
    setup_help_window if $game_message.choice_help_texts.any? { |h| !h.empty? }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Close
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def close
    super
    help_window.hide
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Setup Help Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def setup_help_window
    help_window.show
    r = 0...help_window.height
    bot = ((r === @message_window.y) || (r === y))
    help_window.y = bot ? Graphics.height - help_window.height : 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Help Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_help
    if index >= 0 && $game_message.choice_help_texts[index].is_a?(String)
      @help_window.set_text($game_message.choice_help_texts[index])
    else
      help_window.clear
    end
  end
  
end

(mais sérieusement, en quoi une Window_Help dans Window_ChoiceList peut avoir un lien avec Sprite dans Window_BattleEnemy??!)
Gelarto
Gelarto
Gelato Della Mamma

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Jeau-Paul II[Mist']
Saint-Gelato Le Frais [Mist']
Écrivain du dimanche [Amal']
FF IV Fanatic [LaCommu']
Collectionneur de distinctions de merde [Yama]
ModoGel [Un staffieux mais lequel?]
RNGel 2.0 [Zeal']
Date d'inscription : 31/07/2012

Résolu Re: Problème de scripts

Ven 15 Avr 2016 - 11:17
Ça fonctionne niquel. Pour les options en combat, je note! J'ai pas prévu d'en utiliser mais on sait jamais Very Happy
Aucune idée pour le lien mais c'est vrai que c'est carrément n'importe quoi >.<

Merci beaucoup pour ton aide, je met en résolu Problème de scripts 466669
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Résolu Re: Problème de scripts

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