Tool Translator++

5.00 star(s) 1 Vote

Pa3uk

Active Member
Jul 22, 2017
592
562
Screenshot_6.png
I waited all night until morning -_-, the translation itself lasted an HOUR (project on the WOLF engine). This is me trying to pack the translation. This is clearly not normal.
 

Jida

New Member
Aug 10, 2018
12
6
is it possible to translate a game where all the text is in .sl files in the scenario folder? RPG MV Screenshot_218.png
 

Klanz

Newbie
Nov 5, 2019
93
285
Please help me, I try to translate a game from English to Spanish, but nothing is translated (this happens in RPGM games and in Ren'Py ).
What could be the problem?
Here are some images of my configuration...


01.jpg

02.jpg 03.jpg
 
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Snow972

Member
Dec 4, 2017
114
400
Please help me, I try to translate a game from English to Spanish, but nothing is translated (this happens in RPGM games and in Ren'Py ).
What could be the problem?
Here are some images of my configuration...


View attachment 817548

View attachment 817549 View attachment 817550
1.-La traducción de renpy esta bugeada estoy esperando a la nueva versión para subirla.
2.-RPGMV también tiene algunos bugs, se soluciona descargando de nuevo el traslator y traduciendo 1 por 1 de los "maps"
con "ctrl+g"
 
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Eryzell

Newbie
Jul 16, 2019
32
8
  • Wow
Reactions: Snow972

Klanz

Newbie
Nov 5, 2019
93
285
1.-La traducción de renpy esta bugeada estoy esperando a la nueva versión para subirla.
2.-RPGMV también tiene algunos bugs, se soluciona descargando de nuevo el traslator y traduciendo 1 por 1 de los "maps"
con "ctrl+g"
Gracias por tu respuesta, ya lo solucione... Lo que hice es eliminar la carpeta del programa, volver a extrar el programa en otra carpeta, y poner en modo de compatibilidad de windows 7 y ejecutar en modo administrador el programa...

PD: Todo funciona muy bien tanto para RPGM como para Ren'Py.

111.jpg
 
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N0Hentai401

Newbie
Aug 7, 2017
43
191
help, the newer versions where runing fine but all of the suden they just dont launch anymore D: they apear as runing on task mannager but they dont launch
Edit: fixed it, it was avast antivirus.
 
Last edited:

Shadowclonezero

Active Member
Sep 21, 2017
735
388
so if I put my text in machine translation boxes it should show in game after I inject and run the created game? I see nothing translated and i put all the text I did in machine translation boxes for the first test

..or is inject the wrong option?
 

breakingbasha

Member
Modder
Dec 28, 2019
248
1,561
need help.
I wanna translate a game which has all it´s data stored inside the exe. While the last time i had a game like this Translator++ just decompiled the files, this time it doesnt work since it can´t find the System.json. Is there a programm which allows you, to decompile the Data and IMG files from the exe?

Edit : nevermind
 
Last edited:

D28

Newbie
Aug 9, 2020
51
74
I'm struggling with this software. Whenever I try to start a new project and select the executable, the only translations that appear are the "common reference" translations, nothing else. All of the game's files are in the same folder as the .exe.
 

derakino999

Well-Known Member
Sep 30, 2017
1,127
552
Does anybody know how in the actual fuck does the context tool thingy work?
I mean, it's supposed to be used for the program to not translate any game-breaking lines, like EV001, EV002, or whatever, but what the heck am i supposed to write on Manual Query and/or select in the context lines? or what ?
For example if i want the program to not translate ANYTHING that begins with "EV"

Whatever i do, it either removes NOTHING or freaking EVERYTHING
(i don't even KNOW what's that tool supposed to do, i mean if it removes the sentence instead of ignoring it when batch translating, won't the patching process remove said line and leave and empty space and thus still break the game????)

I swear to god, this tool is awesome when it works, but it's one of the less user friendly shit i've seen out there. And i've seen quite a bit.
 

kochun51

Newbie
Jul 19, 2020
23
5
How can i change line using "ctrl+h" ?
ex) AAAA. BBBB -> ctrl+h -> change .(space) to .(enter) -> AAAA.
BBBB
 
Last edited:

maksworld

New Member
Sep 19, 2019
6
3
I can't inject/apply Ren'py game, after pressing inject/apply the processing window pops up and the program closes. When I looked at the all file, there were 0 bytes
 

pk2000

Active Member
Aug 12, 2017
707
1,924
pk2000 Thanks for sharing the script and can i ask you something? do you know wordwrap script for rpgm vx?
Sure, ATS 3 of modern algebra
Code:
#==============================================================================
#    Advanced Text System
#    Version: 3.0c
#    Author: modern algebra (rmrk.net)
#    Date: September 7, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Thanks:
#    *Zeriab* for his tutorial on RegExp, but most of all for being my mentor 
#      and friend. Without him, this script, and all my other scripts, will 
#      never have been made.
#  For ideas on improving this script through bug reports or suggestions:
#    Arrow-1, Irock, Stonewall, PhantomH, Seasons in the Abyss, Aindra, Arion,
#    Okogawa, Megatronx, Charbel, Adrien., dricc, Raukue, EricDahRed, redyugi,
#    HeartofShadow, Woratana, tsy0302, Kayo, deadnub.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This scripts adds a whole bunch of features to message boxes, making them
#   much prettier and with a lot more functionality than the default. What and 
#   how to use each feature will be exhaustively detailed in the instructions,
#   but for now I will just give a list of a few of the staple features:
#
#      ~Appended Text~
#    A staple feature of ATS, this will combine the messages of subsequent text
#   events (that share properties). It is useful particularly when combined 
#   with text scrolling.
#
#      ~Text Scrolling~
#    This feature allows longer text messages to scroll upwards, so that for 
#   longer messages, the contents of the window will scroll upwards when it 
#   reaches the bottom, allowing the player to read what has come before and
#   ignore the annoying new page requirements. This feature has been beefed up
#   in ATS 3.0, with the scroll now being much smoother and the speed user-
#   definable, in addition to the new feature of Scroll Review, which, once the
#   message is finished, allows the player to scroll upwards to see any text he
#   or she might have missed. Moreover, you can also scroll by page instead.
#
#      ~Paragraph Format~
#    Always a staple feature in the ATS, turning this feature on allows you to 
#   avoid the hassle that comes with making the text fit within the window by 
#   analyzing the exact length with reference to the grey arrows. Now you can 
#   type freely and know that nothing will get cut off. This feature takes on 
#   additional importance in ATS 3.0 with the addition of a special message 
#   codes like \S[] and \S![], more on which will be discussed later. As 
#   always, you can still manually define line breaks with the \LB code. As in 
#   previous versions, you can also justify text, meaning that the letters will 
#   be spaced out so as to exactly cover the width of the message box. Unlike 
#   previous versions, this paragraph formatter is integrated with the ATS in 
#   order to better accomodate text features and therefore does not require a 
#   separate Paragraph Formatter script to work.
#
#      ~Advanced Choices~
#    Another staple feature of the ATS, you have been able to append choices 
#   from subsequent choice branches and show them all in a separate window. 
#   This feature has been vastly expanded on in ATS 3.0. In earlier versions, 
#   many of the features respecting advanced choices, such as appending them 
#   and tying choices to switches, were available only if using the choice
#   window. In ATS 3.0, these features have been included in the traditional
#   in-message window. Don't want to use the choice window but do want to 
#   exclude some choices unless a particular switch is ON? You can do that now.
#   In addition to all of the old features, there are quite a few new ones that
#   will make your choices more dynamic. One is the ability to make an the 
#   cursor pass over an option. This means it is a perfect way to include  
#   headings or blank spaces in your choice box. Another new feature are the 
#   disable codes which allow you to make a choice unselectable, so when the 
#   player tries to select it the buzzer sound is played and nothing happens. 
#   Further, there is an external message property that can be set which you 
#   can use to automatically add certain properties to modify the choice text
#   if it is disabled, such as a command to reduce the opacity of it. In 
#   addition, you can automatically modify all choice texts at once - want to 
#   add a larger indent or make all choices blue - you can do that. Finally, 
#   another unique feature of ATS choices is the \+{} code. Placed in a comment
#   directly below a when branch of a choice branch, this allows you to add 
#   whatever text you want to that choice, effectively ignoring the limitations 
#   on choice message size. This means you can make your choices sentences 
#   instead of simple yes or nos. In addition to this, another new feature of 
#   ATS 3.0 choices is that choice messages can be longer than one line and 
#   that is recognized both in the choicebox and the new and improved default 
#   choice scheme. The last new feature added to choices in ATS 3.0 is the 
#   ability to set a help window for it. This means it will set a window whose
#   contents will change depending on which choice the player is hovering over.
#
#      ~Advanced Faces~
#    From the very start, animated faces have been a part of the ATS. This 
#   feature allows you to have the faces animate for every few letters drawn -
#   perfect to make it look like the face is talking. However, this is not all
#   the special features you gain with faces. As always, you can also use much
#   larger or smaller faces, mirror them, set them to the right side of the 
#   text box, or move them anywhere you like, change the opacity, or surround 
#   it with a window. New in ATS 3.0, you can now define the exact size of the 
#   border of the window if using it, or you can use another sprite for it 
#   (just like the dim background of the Message Window). Also new in ATS 3.0, 
#   you can scroll the face in when it first appears either horizontally or 
#   vertically, or fade it in. You can also choose to make the face appear over
#   or under the message window, and change the blend type. 
#
#      ~Letter Control~
#    This has always been a feature of the ATS and it allows you to control the
#   speed that text is drawn, as well as putting in pauses at will. It also 
#   allows you to specify a sound, and you can even have it vary the pitch with
#   every letter so that it mimics the sound of a voice. New in ATS 3.0, you 
#   can control the speed text is drawn not only through the \> and \< codes, 
#   but more directly via the \S[] command, where you can either set it to add
#   or subtract a number from the current speed, or you can set it directly. 
#   See the section on this code in Special Message Codes for details. 
#
#      ~Advanced Message Window~
#    There are also a number of special features related to the appearance and
#   position of the message window. Most of these should be familiar to users 
#   of ATS 2.0. You can manually control the size and exact position of the 
#   text box, or you can set it to automatic. Further, you can use the
#   :fit_window_to_text property to set the width of the window to be only as 
#   long as it needs to be to accomodate the longest line. As always, you can 
#   set what windowskin to use, the font, how much space for each line, and the
#   dim background. New features include the :do_not_obscure property, which, 
#   when using default positioning, will ensure that the characters specified 
#   in the :obscure_characters array. This feature will be ignored if manually
#   setting position however. The only thing it does is, if you have the 
#   position set to bottom, but that would cover the player and you include the
#   player in your obscure_characters array, then it would move the message box
#   to the top instead. As always, you can use \OC[], \UC[], \LC[], and \RC[] 
#   to position the window in reference to a character. Something new is the 
#   \E[] command, which will set it above the character, unless there is not
#   enough room, in which case it sets it below the character. Another new 
#   feature is speech tags, which, when using \OC[], \UC[], or \E[] codes will
#   place a tag from the character speaking to the message window if this 
#   feature is enabled. 
#
#      ~Word Boxes~
#    New to ATS 3.0, this is a very simple feature that works akin to the Gold
#   or Name window. Basically, it allows you to set a one line message to 
#   appear instantly. It can be used, for instance, if you want to show the 
#   value of a variable in the corner while showing this message or choice.
#   Naturally, name boxes have also been retained from ATS 2.0
#
#      ~Graphic Novel Support~
#    New to ATS 3.0, this feature, when activated, allows the player to 
#   completely hide and prevent from updating every message related window for 
#   as long as the player holds a button you choose or, if you wish, it can be
#   a toggle rather than a press. It is useful if you have a game that relies 
#   heavily on graphics and you want to give the player the opportunity to just
#   look at the background, like in many graphic novel games.
#
#      ~Move While Showing~
#    Also new to ATS 3.0, this is a feature that, when activated, allows the 
#   player to move around while a message is showing. However, when a choice
#   selection is active, this feature will be disabled.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script in its own slot in the Script Editor (F11) above Main 
#   and below Materials. This script is not compatible with most other message
#   systems, so you may need to remove any other message systems. If you are 
#   upgrading to this from ATS 2.0, you will need to also install the 
#   conversion patch, located in this script's thread at RMRK. 
#
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#      ~Special Message Codes~
#         These codes work in all ATS windows.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#     You will recognize many of these from previous versions of the ATS. A lot
#    are new though.
# \lb    - Line break. Go to next line.
# \v[x]  - Draw the value of the variable with ID x.
# \n[x]  - Draw the name of the actor with ID x.
# \c[x]  - Set the colour of the text being drawn to the xth colour of the 
#         Windowskin palette. 0 is the normal color and 16 is the system color.
# \c[#RRGGBB] - Set the colour of the text being drawn to any colour, using 
#         hexadecimal. You can set each colour (red, green, blue) to anything 
#         from 0-255 (00-FF). You must use hexadecimal values.
# \p[x] OR \pid[x] - Draw the ID of the actor in the xth position in the party.
# \ni[x] - Draw the name of the item with ID x.
# \nw[x] - Draw the name of the weapon with ID x.
# \na[x] - Draw the name of the armor with ID x.
# \ns[x] - Draw the name of the skill with ID x.
# \nt[x] - Draw the name of the state with ID x.
# \nc[x] - Draw the name of the class with ID x.
# \ne[x] - Draw the name of the event with ID x on the current map.
# \nm[x] - Draw the name of the enemy with ID x.
# \nl[x] - Draw the name of the element with ID x.
# \nv[x] - Draw the name of the variable with ID x.
# \nsw[x] - Draw the name of the switch with ID x.
# \np[x] - Draw the name of the actor in the nth position in the party.
# \map   - Draw the name of the map the player is currently on.
# \map[x] - Draw the name of the map with ID x.
# \di[x] - Draw the description of the item with ID x.
# \dw[x] - Draw the description of the weapon with ID x.
# \da[x] - Draw the description of the armor with ID x.
# \ds[x] - Draw the description of the skill with ID x.
# \pi[x] - Draw the price of the item with ID x.
# \pw[x] - Draw the price of the weapon with ID x.
# \pa[x] - Draw the price of the armor with ID x.
# \i#[x] - Draw the number of the item with ID x that the party posesses.
# \w#[x] - Draw the number of the weapon with ID x that the party posesses.
# \a#[x] - Draw the number of the armor with ID x that the party posesses.
# \ac[x] - Draw the class of the actor with ID x.
# \i[x]  - Draw the icon with index x.
# \ii[x] - Draw the icon of the item with ID x.
# \wi[x] - Draw the icon of the weapon with ID x.
# \ai[x] - Draw the icon of the armor with ID x.
# \si[x] - Draw the icon of the skill with ID x.
# \ti[x] - Draw the icon of the state with ID x.
# \fn[fontname] - Change the font to fontname
# \fs[x] - Change the fontsize to x.
# \fa[x] - Change the alpha value (opacity) of the font to x.
# \b     - Turn bold on. Text drawn after this code will be bolded.
# /b     - Turn bold off.
# \i     - Turn italic on. Text drawn after this code will be italicized.
# /i     - Turn italic off.
# \s     - Turn shadow on. Text drawn after this code will have a shadow.
# /s     - Turn shadow off.
# \u     - Turn underline on. Text drawn after this code will be underlined.
# /u     - Turn underline off.
# \hl[x] - Turn highlight on. Text drawn after this code will be highlighted 
#         with colour x from the windowskin palette
# /hl OR \hl[-1] - Turn highlight off.
# \l     - align the text to the left
# \r     - align the text to the right
# \c     - align the text to the centre.
# \t     - Tab. Draws the next character at the nearest pixel that is a 
#         multiple of 32. Doesn't work well with the :justified_text property.
# \x[n]  - Sets the x position for drawing directly to n. 
# \f[key] - Draw the value corresponding to that key in the FILTERS array. If 
#          the key has quotation marks around it, you need to put "key"
# \s[x,text] - Will only draw text if the switch with ID x is ON.
# \s![x,text] - Will only draw text if the switch with ID x is OFF.
# \vocab[method] - Will draw whatever Vocab.method returns, if it is a valid 
#          method call. Suitable values for method are: level, level_a, hp, 
#          hp_a, mp, mp_a, atk, def, spi, agi, weapon, armor1, armor2, armor3,
#          armor4, weapon1, weapon2, attack, skill, guard, item, equip, status,
#          save, game_end, fight, escape, new_game, shutdown, to_title, gold,
#          continue, cancel
# \actor_method[x] - This will draw whatever actor.method returns for whoever
#          actor x. Some suitable values for method are: atk, def, spi, agi, 
#          level, exp, name, hp, maxhp, mp, maxmp, & any other methods that 
#          return values from Game_Actor.
# \i_method[x] - This will draw whatever item.method returns for the item with
#          ID x. Some suitable values for method are: name, description, 
#          base_damage, variance, atk_f, spi_f, price, hp_recovery_rate,
#          hp_recovery, mp_recovery_rate, mp_recovery, parameter_points, note,
#          n, & any other methods that return values from RPG::Item. Also, note
#          will return all of the contents of the note field, whereas n will 
#          only return notefield text located between a \msg[text]msg/ code.
# \w_method[x] - This will draw whatever weapon.method returns for the weapon 
#          with ID x. Some suitable values for method are: name, description,
#          price, hit, atk, def, spi, agi, note, n, & any other methods that 
#          return values from RPG::Weapon. Also, note will return all
#          of the contents of the note field, whereas n will only return  
#          notefield text located between a \msg[text]msg/ code.
# \a_method[x] - This will draw whatever armor.method returns for the armor 
#          with ID x. Some suitable values for method are: name, description,
#          price, eva, atk, def, spi, agi, note, n, & any other methods that 
#          return values from RPG::Armor. Also, note will return all
#          of the contents of the note field, whereas n will only return  
#          notefield text located between a \msg[text]msg/ code.
# \s_method[x] - This will draw whatever skill.method returns for the skill 
#          with ID x. Some suitable values for method are: name, description,
#          base_damage, variance, atk_f, spi_f, hit, mp_cost, note, n, & any 
#          other methods that return values from RPG::Weapon. Also, note will 
#          return all of the contents of the note field, whereas n will only 
#          return notefield text located between a \msg[text]msg/ code.
# \t_method[x] - This will draw whatever state.method returns for the state
#          with ID x. Some suitable values for method are: name, atk_rate, 
#          def_rate, spi_rate, agi_rate, message1, message2, message3, 
#          message4, note, n, & any other methods that return values from 
#          RPG::State. Also, note will return all of the contents of the note 
#          field, whereas n will only return notefield text located between a 
#          \msg[text]msg/ code.
# \enemy_method[x] - This will draw whatever enemy.method returns for whoever
#          the enemy with ID x is. Some suitable values for method are: name,
#          atk, def, spi, agi, hit, eva, exp, gold, note, n, & any other 
#          methods that return values from RPG::Enemy. Also, note will return
#          all of the contents of the note field, whereas n will only return 
#          text located between a \msg[text]msg/ code.
# \#{code}# - This will evaluate code. So, if you know scipting, you can place
#          any code there and it will draw whatever is returned by it. For 
#          instance: \#{$game_system.save_count}# would draw the number of 
#          times the player has saved the current game.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#       ~Message Box specific codes~
#          These codes will only work in the Message Window.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# \g     - Shows a window with the party's gold. Closes if already open
# \nb[name] - Shows a name box with name displayed in the box
# /nb    - Closes the namebox
# \wb[word] - shows the word in its own window, similar to the gold window.
# /wb    - Closes a wordbox
# \.     - Wait 15 frames (1/4 second) before drawing the next letter.
# \|     - Wait 60 frames (1 second) before drawing the next letter.
# \w[x]  - Wait x frames before drawing the next letter.
# \!     - Pause. Make the message wait for player input before continuing.
# \^     - Skip the next pause without waiting for player input.
# \>     - Speed up the text drawing by reducing wait time between letters by 
#         one frame.
# \<     - Slow down the text drawing by increasing wait time between letters by
#         one frame.
# \S[x]  - Change the speed the text draws by adding x to the current time 
#         between drawing letters. Thus, \s[2] is the equivalent of \<\< and 
#         \s[-3] is the equivalent of \>\>\>. You can also directly set the 
#         speed by putting an equal sign, so \s[=0] would set the time to one 
#         frame between drawing letters, and \s[=-1] would set it to instant.
# \@     - Turn on Show line fast - the line up to /@ will be shown instantly
# /@     - Turn off Show line fast.
# \@@    - Turn on Show message fast. This will show the entire message 
#         instantly, at least until the next scroll or it hits a /@@
# /@@    - Turn off Show message fast.
# \%     - Disable Text Skip through user input
# \se[sound effect name] - Plays a sound effect
# \me[music effect name] - Plays a musical effect
# \ani[target_id,animation_id] - Shows animation_id on target_id. 0 => player,
#         other numbers indicate the ID of the event
# \bln[target_id,balloon_id] - Same as ani, but shows a balloon
# \af[x] - Show the face of the actor with ID x.
# \pb    - Page Break. Clear the contents and start drawing from the first line
# \oc[x] - positions the message box over a character. 0 => player; when >1, it
#         will show over the event with that ID on the map.
# \uc[x] - same as \oc, but places box under character 
# \lc[x] - same as \oc, but places box to left of character
# \rc[x] - same as \oc, but places box to right of character
# \e[x]  - same as \oc, but if the box is too tall to comfortably fit, is moved
#         below the character instead.
# \mxy[x, y] - Set the position of the message window to x, y.
# \fxy[x, y] - Set the position of the face window to x, y.
# \nxy[x, y] - Set the position of the name window to x, y.
# \#!{code}# - This will evaluate code at the time the window reaches this code
#         when drawing. It does not put the result of the code into the message
#         but is instead intended to be evaluated. For instance: \#!{new_page}#
#         would perform the same function as \pb. You need to know syntax!
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#      ~Choice Branch Specific Codes~
#         These codes only work in choice branches.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# \skip  - Placing this in a choice text means that the player will not be able
#         to hover over or select this option, but will skip to the next one. 
#         Perfect for making subheadings for your choices, or blank spaces.
# \soff[x] - A choice with this in it will only appear in the branch if the 
#         switch with ID x is OFF.
# \son[x] - Same as soff[x], but it will only appear if switch x is ON.
# \d[x]  - A choice with this in it will be disabled (unselectable) if the 
#         switch with ID x is OFF. It will still show up, and the player can 
#         hover over it, but he or she will be prevented from selecting it.
# \d![x] - Same as \d[x], except it will be disabled if switch x is ON.
# \wb[text] - This code will create a help window. When the player hovers over
#         that choice, it will show text in the help window. This allows you to
#         explain the choice or make any content in the help window dependent 
#         on which choice the player is on.
# \+{text} - This is actually a code you can put in a comment that is directly
#         below the when branch of a choice, and it will add text to the 
#         choice. This effectively ignores the normal limitations on the size
#         of a message in a choice, allowing you to make longer texts for 
#         choices.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#      ~Message Properties~
#    The following are properties of the message window that are set prior to
#   calling the message and govern many properties. You set the default values
#   to the constants of the same name in Game_ATS, starting at line 766. Those 
#   will be the values that each game starts out with. You can then change them 
#   on a message to message basis through either of the codes:
#      ats_next (:property, new_value)
#   or:
#      $game_message.property = new_value
#   However, it will reset to the default after the next message is processed.
#   If you want to change it on a permanent basis, you have to use either:
#      ats_all (:property, new_value)
#   or:
#      $game_ats.property = new_value
#      $game_message.property = new_value
#
#    All of the properties and what types of values are expected for each are
#   listed below. Note that if you use the ats_next or ats_all commands, you 
#   have to retain the : in front of the name. If you use the $game_ats or 
#   $game_message route then you don't use the :
#
#    You can reset $game_ats to the constants with: $game_ats.reset
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :max_lines - This is the maximum number of lines to show at a time before 
#       either going to a new page or scrolling. Default: 4
# :message_speed - This is the number of frames to wait in between drawing 
#       letters. -1 is instant. 0 is 1 frame. Default: 0
# :skip_disabled - Whether the player can speed text up by pressing ENTER.
# :append_text - Whether to include all text from subsequent text commands in 
#       the next message. true => append; false => do not append. Default: true
# :append_choice - Whether to include all choices from subsequent choice 
#       choice branches in the next choice selection. The cancel branch is 
#       inherited from the last branch to not have cancel disabled. 
#       true => append; false => do not append. Default: true
# :scrolling - Whether to scroll once :max_lines is exceeded or to pause and 
#       start a new page. true => scroll; false => new page. Default: true
# :scroll_speed - If :scrolling is true, this is how many pixels it moves per
#       frame when scrolling text. Default: 2
# :scroll_show_arrows - If :scrolling is true, this determines whether or not 
#       to show the arrows when the contents grow. true => show; false => do 
#       not show. Default: true
# :scroll_autopause - If :scrolling is true, this determines whether or not to
#       insert a pause before it scrolls to the next line. Default: false
# :scroll_review - If :scrolling is true, this option is whether or not the 
#       player has the option to review the message that has just finished by 
#       pressing up and down. true => yes; false => no. Default: true
# :scroll_by_page - Whether to scroll by whole page or by line. Default: false
# :paragraph_format - When this is true, the manual line breaks are ignored and
#       it will draw as many characters as will fit on each line. You can still
#       force a line break with the \lb code though. Default: false
# :justified_text - If :paragraph_format is true, then this option will make 
#       the spacing of a line exactly such that it takes up the entire width of
#       the message window. Default: false
# :letter_sound - When this is true, a sound will be played upon drawing 
#       letters. Default: false
# :letter_se - If :letter_sound is true, this is the SE that is played. It is 
#       set in the format ["filename", volume, pitch]. Default: ["Open1", 40]
# :letters_per_se - If :letter_sound is true, this is the frequency that the 
#       SE is played. The SE will play every time this number of letters is 
#       drawn. Default: 3
# :random_pitch - If :letter_sound is true, this is the range the pitch of the 
#       SE will vary within. It can be used to mimic the pitch variations of 
#       a human voice. It is a range in the format x..y. If x is equal to y, 
#       then the pitch won't vary. If set to an integer, it will take that as 
#       the variance from the regular pitch of the SE. Default: 100..100
# :speech_tag_index - This refers to which speech tag to use when showing a 
#       message window above or below an event or player. -1 => no tag, while 
#       anything greater refers to the graphic of the corresponding index in
#       :speech_tag_graphics. Default: -1
# :speech_tag_graphics - This is an array containing the names of all speech 
#       tag graphics in the System folder of Graphics. Which one is used when
#       showing a message depends on the value of :speech_tag_index.
#       Default: ["Speech Tag 1", "Speech Tag 2", "Thought Tag 1"]
# :start_sound - If true, a sound will be played when a message starts.
#       Default: false
# :start_se - If :start_sound is true, this is the SE that is played. It is 
#       set in the format ["filename", volume, pitch]. Default: ["Chime2"]
# :finish_sound - If true, a sound will be played when a message finishes.
#       Default: false
# :finish_se - If :finish_sound is true, this is the SE that is played. It is 
#       set in the format ["filename", volume, pitch]. Default: ["Chime1"]
# :pause_sound - If true, a sound will be played when a message pauses.
#       Default: false
# :pause_se - If :pause_sound is true, this is the SE that is played. It is 
#       set in the format ["filename", volume, pitch]. Default: ["Decision2"]
# :terminate_sound - If true, a sound will be played when a message closes.
#       Default: false
# :terminate_se - If :terminate_sound is true, this is the SE that is played. It is 
#       set in the format ["filename", volume, pitch]. Default: ["Cancel"]
# :move_when_visible - When this is true, the player will still be able to move
#       when the message window is displaying text. It is recommended that you
#       turn scroll review off when using this feature though, as it looks 
#       dumb. Also, whenever a choice starts, it takes precedence and the 
#       player will not be able to move even if this is true. Default: false
# :graphic_novel - When this is true, it means the player can press the 
#       :hide_button and everything relating to the message window becomes 
#       invisible and stops updating until the player releases the button. It
#       is intended for use where a player might want to see the whole screen
#       and not have things hidden by the ATS windows. Default: false
# :hide_button - If :graphic_novel is true, this is the button that hides the
#       ATS windows when pressed. Default: Input::F5
# :gn_press_or_toggle - If :graphic_novel is true, this determines whether the
#       player has to hold down the :hide_button or whether it acts as a toggle.
#       true => press; false => toggle. Default: true
# :filters - This is a hash holding user-defined replacements for special 
#       codes. This is the hash that is accessed when using the \f[x] message
#       code and is useful, for instance, if you have a character choose their
#       sex at the start of the game. Then you can set the filters to the 
#       appropriate pronoun and use that and not have to have separate text 
#       boxes just to differentiate between when people say he or her. 
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :message_x - This is the x coordinate of the message window. If it is set to
#       -1, then it will be centred. If not, it will be directly set to that
#       coordinate of the screen. Default: -1
# :message_y - This is the y coordinate of the message window. If it is set to
#       -1, then it will abide by the normal way of setting position through 
#       the top, middle, bottom option in the text window. If it is not -1, 
#       then it will be directly set to that coordinate. Default: -1
# :wlh - the line height of lines in the message window. Default: 24
# :battle_wlh - the line height of lines in the message window during battle. 
#       This should always be 24 unless you have a good reason. Default: 24
# :do_not_obscure - When using default positioning, this will choose a 
#       different position setting if the current one is over any of the 
#       characters included in :obscure_characters
# :obscure_characters - If :do_not_obscure is true and the message is being set
#       using default positioning, then the message box will be choose override
#       the chosen position if the chosen position obscures one or more of the
#       characters in this array and another position would obscure less. The 
#       player is identified by 0 and any number greater than that refers to 
#       the event with that ID. When setting up the default, it is recommended 
#       that you only include the player and set others only on a map by map
#       basis. Default: [0]
# :obscure_buffer - this is how much space from the bottom of the character you
#       want to avoid obscuring. It should be set to the height of the tallest
#       character you want to avoid obscuring. Default: 32
# :fit_window_to_text - If this is true, then the window will be made to be 
#       just wide enough to contain the longest line and just tall enough to 
#       contain either all the lines up to :max_lines. Default: false
# :message_width - This is how many pixels wide the message window is.
#       Default: 544
# :message_height - This is how many pixels tall the message window is.
#       Default: 128
# :message_opacity - This is the opacity of the window. Default: 255
# :message_backopacity - This is the opacity of the background of the 
#       windowskin. Default: 200
# :message_windowskin - This is the windowskin that this window uses. It must 
#       be a graphic located in the System folder. Default: "Window"
# :message_fontcolour - This is the default colour of the font that is used
#       everytime a new page is made. It can either refer to the windowskin
#       palette (0-31) or be [red, green, blue] array. Default: 0
# :message_fontname - This is the default font of the window. It can either 
#       refer to a single font or to a prioritized array of fonts, where the 
#       first one is used unless that font is not installed, and so on. 
#       Default: ["Verdana", "Arial", "Courier New"]
# :message_fontsize - This is the default size of the font. Default: 20
# :message_fontalpha - This is the default opacity of the text. Default: 255
# :message_dim - The graphic to use when selecting the "Dim" option. 
#       Default: "MessageBack"
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :face_x - The x coordinate of the face box. If set to -1, the x-coordinate 
#       will be automatically positioned. If not, it will be directly set to 
#       this value. Default: -1
# :face_y - The y coordinate of the face box. If set to -1, the y-coordinate 
#       will be automatically positioned. If not, it will be directly set to 
#       this value. Default: -1
# :face_z - If this is >0, it will show up above the message window. If less 
#       than 0, it will show up below the message window. Default: 10
# :face_side - When :face_x is -1, this determines which side of the message 
#       box the face shows up on. true => Left; false => Right. Default: true
# :face_offset_x - When :choice_x is -1, this is added to the x position.
#       Default: 0
# :face_offset_y - When :choice_y is -1, this is added to the y position.
#       Default: 0
# :face_width - This determines the width of the face. When 0, it will show the
#       whole width of the face, even if using single face graphics. If you want
#       to show only a portion of the face, then set it directly. Default: 0
# :face_height - This determines the height of the face. When 0, it will show 
#       the whole height of the face, even if using single face graphics. If 
#       you want to show only part of the face, then set it directly. Default: 0
# :face_mirror - When true, the face will be drawn mirrored. Default: false
# :face_opacity - This is the opacity of the face. Default: 255
# :face_blend_type - This is the blend type of the face sprites. 0 => normal; 
#       1 => addition; 2 => subtraction. Default: 0
# :face_fadein - When this is true, the face will fadein when starting a 
#       message instead of just automatically appearing. Default: false
# :face_fade_speed - If :face_fadein is true, this is how much the opacity will
#       change every frame. Default: 10
# :face_scroll_x - Option to scroll the face in horizontally. Default: false
# :face_scroll_y - Option to scroll the face in vertically. Default: false
# :face_scroll_speed - If either :face_scroll_x or :face_scroll_y are true, 
#       this is the number of pixels per frame it scrolls in at.
# :animate_faces - When this is true, specially labelled face files will 
#       animate. Face files that have ![x] in the name will take the first x
#       faces in the file and animate between them. Alternatively, it can take
#       the face of the same index from separate face files that are sequenced
#       by suffixes _1, _2, etc... Default: true
# :letters_per_face - when :animate_faces is true, this is how many letters to
#       draw between rotating the faces.
# :face_window - If true, the face will be framed by a window. Default: false
# :face_window_opacity - If :face_window is true, this is the opacity of that
#       window. Default: 255
# :face_windowskin - If :face_window is true, this is the windowskin it uses.
#       Default: "Window"
# :face_border_size - If :face_window is true, this is the size of the border.
#       Default: 6
# :face_dim - If using :face_window and dim, the sprite to stretch as a 
#       background for the face. Default: "MessageBack"
# :face_use_dim - The setting for using dim. If 0, it will never use dim. If 1, 
#       it will use the dim sprite if :face_window is true. If 2, it will use
#       dim only when the message window is also using dim. Default: 0
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :choice_text - This is a bracket for any choice text. It is useful if, for
#       instance, you want particular codes to apply to every choice in a 
#       branch. You must include %s in the string, and that is where the actual
#       choice text will show up, bracketed by whatever other codes you put in
#       Default: "    %s" (meaning every choice will be indented by four spaces)
# :disabled_choice_text - Same as above, except it only applies to choices that
#       are disabled and is applied after :choice_text is. It is useful if you
#       want to differentiate between disabled choices and non-disabled ones.
#       Unlike :choice_text, %s doesn't have to be included and in that case all
#       disabled choices would simply be replaced by this text.
#       Default: "\\FA[128]%s\\FA[255]" (meaning disabled choices will be drawn
#       at 128 opacity).
# :choicebox_text - The same as :choice_text, but this is what is applied when
#       using a choicebox instead of :choice_text. Default: "%s" (no change)
# :choice_window - Whether or not choices will show up in a separate window. 
#       Default: false
# :choice_x - The x coordinate of the choice window. When this is -1, the x 
#       position will be set automatically in reference to the position of the
#       message window (end of the side opposite the face). When anything else,
#       the x position is directly set to that coordinate. Default: -1
# :choice_y - The y coordinate of the choice window. Whwn this is -1, the y
#       position is set automatically directly above the message window or 
#       below, if it goes off screen when placed above. Default: -1
# :choice_offset_x - When :choice_x is -1, this is added to the auto x position.
#       Default: -16
# :choice_offset_y - When :choice_y is -1, this is added to the auto y position.
#       Default: 16
# :choice_width - This is the width of the choice window. When -1, it will set
#       it to as wide as necessary to accomodate the longest line, up to a 
#       maximum of the screen width. Default: 192
# :choice_height - This is the height of the choice window. When -1, it is set
#       to the number of rows necessary to draw all choices, up to :max_lines.
# :column_max - When using :choice_window, the number of columns. Default: 1
# :row_max - When :choice_height is -1, the max number of rows. Default: 4
# :choice_spacing - When :column_max > 1, this is how much empty space is left
#       between options on the same row. Default: 20
# :choice_opacity - This is the opacity of the choice window. Default: 255
# :choice_backopacity - This is the opacity of the background of the choice 
#       window. Default: 200
# :choice_windowskin - This is the name of the System file to use as the 
#       windowskin for the choice window. Default: "Window"
# :choice_fontcolour - The default colour of text in the choice window. It can
#       be from the windowskin palette or a [red, green, blue] array. Default: 0
# :choice_fontname - The font for the choice window. If an array, it will take
#       the first font in the array that the player has installed. 
#       Default: ["Verdana", "Arial", "Courier New"]
# :choice_fontsize - Default size of the font in the choice window. Default: 20
# :choice_wlh - The vertical space of each row of the choice window. Default: 24
# :choice_dim - If using :choice_window and dim, the sprite to stretch as a 
#       background for the choice branch. Default: "MessageBack"
# :choice_use_dim - The setting for using dim. If 0, it will never use dim. If
#       1, it will use the dim sprite if :choice_window is true. If 2, it will
#       use dim only when the message window is also using dim. Default: 2
# :choice_on_line - Whether to show the choice box adjacent to the message 
#       window or not. Doesn't apply if :choice_width is not directly set or if 
#       :fit_window_to_text is on and larger than :choice_width. Default: false
# :choice_opposite_face - When true, the side the choice is shown on is the
#       opposite side the face is on. And vice versa. Default: true
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :choicehelp_x - The x coordinate of the choicehelp window. When this is -1, 
#       the x position is centred. Default: -1
# :choicehelp_y - The y coordinate of the choicehelp window. Whwn this is -1, 
#       the y position is at the top of the screen unless it overlaps with the
#       message window, in which case it goes to the bottom. Default: -1
# :choicehelp_width - This is the width of the choicehelp window. When -1, it 
#       will set it to the width of the longest line, up to a maximum of the 
#       screen width. Default: -1
# :choicehelp_height - This is the height of the choicehelp window. When -1, it
#       is set to accomodate the greatest number of lines that any choice option
#       requires: Default: -1
# :choicehelp_center - Whether or not to centre the text vertically when the 
#       number of lines is smaller than the height of the window. Default: true
# :choicehelp_opacity - This is the opacity of the choicehelp window. 
#       Default: 255
# :choicehelp_backopacity - This is the opacity of the background of the 
#       choicehelp window. Default: 200
# :choicehelp_windowskin - This is the name of the System file to use as the 
#       windowskin for the choicehelp window. Default: "Window"
# :choicehelp_fontcolour - This is the default colour of text in the choicehelp 
#       window. It can either be from the windowskin palette or a 
#       [red, green, blue, alpha] array. Default: 0
# :choicehelp_fontname - This is either a string or array containing the name 
#       of the font used in the choicehelp window. If an array, it will take 
#       the first font in the array that the player has installed. 
#       Default: ["Verdana", "Arial", "Courier New"]
# :choicehelp_fontsize - This is the default size of the font in the choicehelp 
#       window. Default: 20
# :choicehelp_wlh - This is the vertical space required for each line of the 
#       choicehelp window. Default: 24
# :choicehelp_dim - If using :choicehelp_window and dim, the sprite to stretch
#       as a background for the choicehelp branch. Default: "MessageBack"
# :choicehelp_use_dim - The setting for using dim. If 0, it will never use dim.
#       If 1, it will use the dim sprite if :choicehelp_window is true. If 2, 
#       it will use dim only when the message window is also using dim. 
#       Default: 2
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :name_x - The x coordinate of the name window. When this is -1, the x 
#       coordinate is automatically placed on the same side the face would be 
#       if automatically positioned. Default: -1
# :name_y - The y coordinate of the name window. When this is -1, the y 
#       coordinate is just above the message window, unless it goes off the 
#       screen, in which case it is placed just below. Default: -1
# :name_offset_x - When :name_x is -1, this is added to the x position.
#       Default: 16
# :name_offset_y - When :name_y is -1, this is added to the y position.
#       Default: 16
# :name_opacity - This is the opacity of the name window. Default: 255
# :name_backopacity - This is the opacity of the background of the name window. 
#       Default: 200
# :name_windowskin - This is the name of the System file to use as the 
#       windowskin for the name window. Default: "Window"
# :name_border_size - The size of the windowskin border around the name. 
#       Default: 8
# :name_wlh - This is the vertical space required for each line of the name 
#       window. Default: 24
# :name_fontcolour - This is the default colour of text in the name window. It 
#       can either be from the windowskin palette or a  [red, green, blue] 
#       array. Default: 0
# :name_fontname - This is either a string or array containing the name of the 
#       font used in the name window. If an array, it will take the first font 
#       in the array that the player has installed. 
#       Default: ["Verdana", "Arial", "Courier New"]
# :name_fontsize - This is the default size of the font in the name window.
#       Default: 20
# :name_dim - If using dim, the sprite to stretch as a background for the name 
#       box. Default: "MessageBack"
# :name_use_dim - The setting for using dim. If 0, it will never use dim.
#       If 1, it will use the dim sprite. If 2, it will use dim only when the
#       message window is also using dim. Default: 2
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :word_x - The x coordinate of the word window. When this is -1, the word 
#       window is centred, or to the left of the gold window if the gold window
#       is visible and :word_y is -1. If not -1, it is directly set to that
#       coordinate. Default: -1
# :word_y - The y coordinate of the word window. When this is -1, the y 
#       coordinate is at the same position as the gold window, unless the gold
#       window is visible and the word window is too wide to fit to the left of
#       it, in which case it is directly above or below the gold window, 
#       depending on where it fits. If not -1, it is directly set to that
#       coordinate. Default: -1
# :word_width - The width of the word window. When -1, it is set to accomodate
#       the longest line. Default: 160
# :word_height - The height of the word window. When -1, it will be set to 
#       accomodate the number of lines. Default: -1
# :word_opacity - This is the opacity of the word window. Default: 255
# :word_backopacity - This is the opacity of the background of the word window. 
#       Default: 200
# :word_windowskin - This is the word of the System file to use as the 
#       windowskin for the word window. Default: "Window"
# :word_wlh - This is the vertical space required for each line of the word 
#       window. Default: 24
# :word_fontcolour - This is the default colour of text in the word window. It 
#       can either be from the windowskin palette or a  [red, green, blue] 
#       array. Default: 0
# :word_fontname - This is either a string or array containing the name of the 
#       font used in the word window. If an array, it will take the first font 
#       in the array that the player has installed. 
#       Default: ["Verdana", "Arial", "Courier New"]
# :word_fontsize - This is the default size of the font in the word window.
#       Default: 20
# :word_dim - If using dim, the sprite to stretch as a background for the word 
#       box. Default: "MessageBack"
# :word_use_dim - The setting for using dim. If 0, it will never use dim.
#       If 1, it will use the dim sprite. If 2, it will use dim only when the
#       message window is also using dim. Default: 2
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#      ~ats_next only codes~
#  The following codes can only be set on a message by message basis with 
# ats_next or $game_message. ats_all and $game_ats does not work for these.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :do_not_refresh - When this is set to true, the contents of the message 
#       window will not refresh until it is turned off. This means that text
#       messages will be appended to all the previous messages even if there 
#       are other events in between, such as a Show Picture or Control 
#       Variables switch and so on... Note that you will not be able to change
#       the face either without forcibly setting a new page. To turn it off, 
#       you need to use a ats_next (:do_not_refresh, false) right before the 
#       last message that you want appended. I do not recommend doing anything
#       too fancy with this; the idea is to permit you to do small things, like
#       Showing a picture, turning a switch on or off or doing some stuff with
#       conditional branches in between drawing letters. It's not designed or
#       tested for much of anything else.
# :character - This is the same idea as the \oc, \uc, etc... character 
#       positioning codes. This allows you to place it prior to opening the 
#       window however. Set this value to the ID of the character you want to
#       position it in reference to (0 => Player, >1 => Event with that ID.
# :char_ref - This is how you want to place it. 0 => Over; 1 => Left; 
#       2 => Under; 3 => Right; 4 => Over if fits, otherwise under.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# You can set default values for all properties starting at line 766.
#==============================================================================

#==============================================================================
# ** Game_ATS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class holds all of the default data for the ATS
#==============================================================================

class Game_ATS
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #      EDITABLE REGION
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  MAX_LINES = 4                 # See line 376.
  MESSAGE_SPEED = 0             # See line 378.
  SKIP_DISABLED = false         # See line 380.
  APPEND_TEXT = true            # See line 381.
  APPEND_CHOICE = true          # See line 383.
  SCROLLING = true              # See line 387.
    SCROLL_SPEED = 2            # See line 389.
    SCROLL_SHOW_ARROWS = true   # See line 391.
    SCROLL_AUTOPAUSE = false    # See line 394.
    SCROLL_REVIEW = true        # See line 396.
    SCROLL_BY_PAGE = false      # See line 399.
  PARAGRAPH_FORMAT = false      # See line 400.
    JUSTIFIED_TEXT = false      # See line 403.
  LETTER_SOUND = false          # See line 406.
    LETTER_SE = "Open1", 40     # See line 408.
    LETTERS_PER_SE = 3          # See line 410.
    RANDOM_PITCH = 100..100     # See line 413.
  SPEECH_TAG_INDEX = -1         # See line 418.
  # SPEECH_TAG_GRAPHICS         # See line 422.
    SPEECH_TAG_GRAPHICS = ["Speech Tag 1", "Speech Tag 2", "Thought Tag 1"]
  START_SOUND = false           # See line 426.
    START_SE = "Chime2"         # See line 428.
  FINISH_SOUND = false          # See line 430.
    FINISH_SE = "Chime1"        # See line 432.
  PAUSE_SOUND = false           # See line 434.
    PAUSE_SE = "Decision2"      # See line 436.
  TERMINATE_SOUND = false       # See line 438.
    TERMINATE_SE = "Cancel"     # See line 440.
  MOVE_WHEN_VISIBLE = false     # See line 442.
  GRAPHIC_NOVEL = false         # See line 447.
    HIDE_BUTTON = Input::F5     # See line 452.
    GN_PRESS_OR_TOGGLE = true   # See line 454.
  FILTERS = {                   # See line 457.
    'ATS' => '\c[1]Advanced Text System\c[0], Version 3.0',
    0     => 'Numbered filters work too',
  } 
  FILTERS.default = "" # <- Do not touch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  MESSAGE_X = -1                # See line 464.
  MESSAGE_Y = -1                # See line 467.
  WLH = 24                      # See line 471.
  BATTLE_WLH = 24               # See line 472.
  DO_NOT_OBSCURE = false        # See line 474.
    OBSCURE_CHARACTERS = [0]    # See line 477.
    OBSCURE_BUFFER = 32         # See line 485.
  FIT_WINDOW_TO_TEXT = false    # See line 488.
  MESSAGE_WIDTH = 544           # See line 491.
  MESSAGE_HEIGHT = 128          # See line 493.
  MESSAGE_OPACITY = 255         # See line 495.
  MESSAGE_BACKOPACITY = 200     # See line 496.
  MESSAGE_WINDOWSKIN = "Window" # See line 498.
  MESSAGE_FONTCOLOUR = 0        # See line 500.
  MESSAGE_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 503.
  MESSAGE_FONTSIZE = 20         # See line 507.
  MESSAGE_FONTALPHA = 255       # See line 508.
  MESSAGE_DIM = "MessageBack"   # See line 509.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  FACE_X = -1                   # See line 512.
  FACE_Y = -1                   # See line 515.
  FACE_Z = 10                   # See line 518.
  FACE_SIDE = true              # See line 520.
  FACE_OFFSET_X = 0             # See line 522.
  FACE_OFFSET_Y = 0             # See line 524.
  FACE_WIDTH = 0                # See line 526.
  FACE_HEIGHT = 0               # See line 529.
  FACE_MIRROR = false           # See line 532.
  FACE_OPACITY = 255            # See line 533.
  FACE_BLEND_TYPE = 0           # See line 534.
  FACE_FADEIN = false           # See line 536.
    FACE_FADE_SPEED = 10        # See line 538.
  FACE_SCROLL_X = false         # See line 540.
  FACE_SCROLL_Y = false         # See line 541.
    FACE_SCROLL_SPEED = 12      # See line 542.
  ANIMATE_FACES = true          # See line 544.
    LETTERS_PER_FACE = 6        # See line 545.
  FACE_WINDOW = false           # See line 551.
    FACE_WINDOW_OPACITY = 255   # See line 552.
    FACE_WINDOWSKIN = "Window"  # See line 554.
    FACE_BORDER_SIZE = 6        # See line 556.
    FACE_DIM = "MessageBack"    # See line 558.
    FACE_USE_DIM = 0            # See line 560.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  CHOICE_TEXT = "    %s"        # See line 564.
  DISABLED_CHOICE_TEXT = "\\FA[128]%s\\FA[255]" # See line 569.
  CHOICEBOX_TEXT = "%s"         # See line 576.
  CHOICE_WINDOW = false         # See line 578.
  CHOICE_X = -1                 # See line 580.
  CHOICE_Y = -1                 # See line 584.
  CHOICE_OFFSET_X = -16         # See line 587.
  CHOICE_OFFSET_Y = 16          # See line 589.
  CHOICE_WIDTH = 192            # See line 591.
  CHOICE_HEIGHT = -1            # See line 594.
  COLUMN_MAX = 1                # See line 596.
  ROW_MAX = 4                   # See line 597.
  CHOICE_SPACING = 20           # See line 598.
  CHOICE_OPACITY = 255          # See line 600.
  CHOICE_BACKOPACITY = 200      # See line 601.
  CHOICE_WINDOWSKIN = "Window"  # See line 603.
  CHOICE_FONTCOLOUR = 0         # See line 605.
  CHOICE_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 607.
  CHOICE_FONTSIZE = 20          # See line 610.
  CHOICE_WLH = -1               # See line 611.
  CHOICE_DIM = "MessageBack"    # See line 612.
  CHOICE_USE_DIM = 2            # See line 614.
  CHOICE_ON_LINE = false        # See line 617.
  CHOICE_OPPOSITE_FACE = true   # See line 620. 
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  CHOICEHELP_X = -1             # See line 623.
  CHOICEHELP_Y = -1             # See line 625.
  CHOICEHELP_WIDTH = 544        # See line 628.
  CHOICEHELP_HEIGHT = -1        # See line 631.
  CHOICEHELP_CENTER = true      # See line 634.
  CHOICEHELP_OPACITY = 255      # See line 636.
  CHOICEHELP_BACKOPACITY = 200  # See line 638.
  CHOICEHELP_WLH = -1           # See line 640.
  CHOICEHELP_WINDOWSKIN = "Window" # See line 642.
  CHOICEHELP_FONTCOLOUR = 0     # See line 645.
  CHOICEHELP_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 649.
  CHOICEHELP_FONTSIZE = 20      # See line 651.
  CHOICEHELP_DIM = "MessageBack"# See line 653.
  CHOICEHELP_USE_DIM = 2        # See line 655.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  NAME_X = -1                   # See line 660.
  NAME_Y = -1                   # See line 663.
  NAME_OFFSET_X = 16            # See line 666.
  NAME_OFFSET_Y = 16            # See line 668.
  NAME_OPACITY = 255            # See line 670.
  NAME_BACKOPACITY = 200        # See line 671.
  NAME_WINDOWSKIN = "Window"    # See line 673.
  NAME_BORDER_SIZE = 8          # See line 675.
  NAME_WLH = -1                 # See line 677.
  NAME_FONTCOLOUR = 0           # See line 679.
  NAME_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 682.
  NAME_FONTSIZE = 20            # See line 686.
  NAME_DIM = "MessageBack"      # See line 688.
  NAME_USE_DIM = 2              # See line 690.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  WORD_X = -1                   # See line 694.
  WORD_Y = -1                   # See line 698.
  WORD_WIDTH = 160              # See line 704.
  WORD_HEIGHT = -1              # See line 706.
  WORD_OPACITY = 255            # See line 708.
  WORD_BACKOPACITY = 200        # See line 709.
  WORD_WINDOWSKIN = "Window"    # See line 711.
  WORD_WLH = -1                 # See line 713.
  WORD_FONTCOLOUR = 0           # See line 715.
  WORD_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 718.
  WORD_FONTSIZE = 20            # See line 722.
  WORD_DIM = "MessageBack"      # See line 724.
  WORD_USE_DIM = 2              # See line 726.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #      END EDITABLE REGION
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ATS_2 = false
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # For each constant, create accessor
  for name in self.class.constants
    # Run the script
    attr_accessor name.downcase.to_sym
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    reset
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reset
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset
    constants = Game_ATS.constants
    constants.each { |name| 
      self.send ("#{name.downcase}=".to_sym, Game_ATS.const_get(name))
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Sound Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_sound_effect (settings)
    return settings if settings.is_a? (RPG::SE)
    settings = [settings] if settings.is_a? (String)
    settings[1] = 80 if !settings[1]
    return RPG::SE.new (*settings)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Overwrite SE methods * Thanks Zeriab
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for method in ["letter", "terminate", "pause", "start", "finish"]
    # Run the script
    eval("def #{method}_se= (*args); @#{method}_se = set_sound_effect (*args); end")
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Random Pitch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def random_pitch= (val)
    @random_pitch = val.is_a? (Integer) ? self.letter_se.pitch..val : val
  end
end

#==============================================================================
# ** Game_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes: 
#    new attr_accessor - all Game_ATS accessors; char_ref; character; 
#      appending_text; choices; disabled_choices; help_choices; skip_choices;
#      override_run
#    aliased methods - initialize; clear; busy
#    new methods - convert_special_characters; perform_substitution; 
#      perform_conversion; play_se; random_pitch=
#==============================================================================

class Game_Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # For each ATS constant, create accessor
  for name in (Game_ATS.constants) do attr_accessor name.downcase.to_sym end
  # Non Game_ATS variables
  attr_accessor :char_ref
  attr_accessor :character
  attr_accessor :appending_text
  attr_accessor :choices
  attr_accessor :disabled_choices
  attr_accessor :skip_choices
  attr_accessor :help_choices
  attr_accessor :override_run
  attr_accessor :highlight
  attr_accessor :underline
  attr_accessor :do_not_refresh
  attr_accessor :do_not_start
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgb_advtx_inliz_2fk9 initialize
  def initialize (*args)
    @do_not_refresh = false
    malgb_advtx_inliz_2fk9 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_ats3_clr_msg_9lo1 clear
  def clear (*args)
    @do_not_start = @do_not_refresh
    @texts = []
    @choices = []
    @disabled_choices = []
    @skip_choices = []
    @help_choices = []
    @choice_start = 99
    @choice_max = 0
    @choice_cancel_type = 0
    @choice_proc = nil
    @ignored_codes = []
    return if @do_not_start
    malg_ats3_clr_msg_9lo1 (*args) # Run Original Method
    @alignment = 0
    @appending_text = false
    @character = -1
    @char_ref = 0
    @override_run = false
    @highlight = -1
    @underline = false
    # Set ATS variables
    (Game_ATS.constants).each { |name|
      self.send ("#{name.downcase}=".to_sym, $game_ats.send (name.downcase.to_sym))
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Busy?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malbr_busy_ats3_8ik2 busy
  def busy (*args)
    return false if @appending_text
    return malbr_busy_ats3_8ik2 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Special Characters
  #    text : the text to convert
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def convert_special_characters (text) 
    return if text == nil
    @ignored_codes.clear
    # Remove Ignore code strings
    text.gsub! (/\\\$(.*?)\/\$/i) { 
      @ignored_codes.push ($1.to_s)
      "\x0a<#{@ignored_codes.size - 1}>"
    }
    # Get substitutions
    text = perform_substitution (text)
    text = perform_conversion (text)
    text.gsub! (/\\\\/)           { "\\" }
    text.gsub! (/\x0a<(\d+)>/) { @ignored_codes[$1.to_i] } # Recover Protected strings
    return text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Substitution Codes
  #    text : the text to convert
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def perform_substitution (text)
    # Switch conditional text
    text.gsub! (/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] }   # Variable
    text.gsub! (/\\PID\[(\d+)\]/i)  { $game_party.members[($1.to_i % $game_party.members.size)].id } # Party Member X
    text.gsub! (/\\P\[(\d+)\]/i) { $game_party.members[($1.to_i % $game_party.members.size)].id } # Party Member X
    text.gsub! (/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] }   # Variable
    # FILTERS
    text.gsub!(/\\F\[["'](.+?)["']\]/i)  { Game_ATS::FILTERS[$1.to_s] }
    text.gsub!(/\\F\[(.+?)\]/i)    { Game_ATS::FILTERS[$1.to_i] }
    # Party ID to Actor ID
    text.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name rescue ""} # Actor Name
    # New Codes
    text.gsub! (/\\AC\[(\d+)\]/i) { $game_actors[$1.to_i].class.name rescue "" } # Actor Class
    text.gsub! (/\\VOCAB\[(\w+)\]/i) { Vocab.send ($1.downcase) rescue "" }
    # Actor, Item, Weapon, Armor, Skill Stats
    data_arrays = [$game_actors, $data_items, $data_weapons,  $data_armors, 
    $data_skills, $data_states, $data_enemies]
    regexp_array = ["ACTOR_", "I_", "W_", "A_", "S_", "T_", "ENEMY_"]
    for i in 0...regexp_array.size
      regexp = regexp_array[i]
      data = data_arrays[i]
      if i != 0
        text.gsub! (/\\#{regexp}N\[(\d+)\]/i) {
          id = $1.to_i
          data[id].note[/\\MSG\[(.+?)\]MSG\//i].nil? ? data[id].note : $1.to_s.gsub (/\n/) { "" }            # Remove \n 
        }
      end
      # Item Stats
      text.gsub! (/\\#{regexp}([^\[]+?)\[(\d+)\]/i) { |match| data[$2.to_i].send ($1.downcase).to_s rescue match }
    end
    text.gsub! (/\\MAP\[(\d+)\]/i) { (load_data ("Data/MapInfos.rvdata"))[$1.to_i].name rescue "" }
    text.gsub! (/\\MAP/i) { (load_data ("Data/MapInfos.rvdata"))[$game_map.map_id].name rescue "" }
    text.gsub! (/\\NL\[(\d+)\]/i){ $data_system.elements[$1.to_i] rescue "" } 
    text.gsub! (/\\NC\[(\d+)\]/i) { $data_classes[$1.to_i].name rescue "" } # Class Name
    text.gsub! (/\\NE\[(\d+)\]/i) { $game_map.events[$1.to_i].name rescue "" } # Event Name
    text.gsub! (/\\NM\[(\d+)\]/i) { $data_enemies[$1.to_i].name rescue "" } # Monster Name
    text.gsub! (/\\NI\[(\d+)\]/i) { $data_items[$1.to_i].name rescue "" }   # Item Name
    text.gsub! (/\\NW\[(\d+)\]/i) { $data_weapons[$1.to_i].name rescue "" } # Weapon Name
    text.gsub! (/\\NA\[(\d+)\]/i) { $data_armors[$1.to_i].name rescue "" } # Armor Name
    text.gsub! (/\\NS\[(\d+)\]/i) { $data_skills[$1.to_i].name rescue "" } # Skill Name
    text.gsub! (/\\NT\[(\d+)\]/i) { $data_states[$1.to_i].name rescue "" } # State Name
    text.gsub! (/\\NP\[(\d+)\]/i) { $game_party.members[($1.to_i % $game_party.members.size)].name } # Party Name
    text.gsub! (/\\NV\[(\d+)\]/i) { $data_system.variables[$1.to_i] rescue "" } # Variable Name
    text.gsub! (/\\NSW\[(\d+)\]/i){ $data_system.switches[$1.to_i] rescue "" } # Switch Name
    text.gsub! (/\\PI\[(\d+)\]/i) { $data_items[$1.to_i].price.to_s rescue "" } # Item Price
    text.gsub! (/\\PW\[(\d+)\]/i) { $data_weapons[$1.to_i].price.to_s rescue "" } # Weapon Price
    text.gsub! (/\\PA\[(\d+)\]/i) { $data_armors[$1.to_i].price.to_s rescue "" } # Armor Price
    text.gsub! (/\\DI\[(\d+)\]/i) { $data_items[$1.to_i].description rescue "" } # Item Description
    text.gsub! (/\\DW\[(\d+)\]/i) { $data_weapons[$1.to_i].description rescue "" } # Weapon Description
    text.gsub! (/\\DA\[(\d+)\]/i) { $data_armors[$1.to_i].description rescue "" } # Armor Description
    text.gsub! (/\\DS\[(\d+)\]/i) { $data_skills[$1.to_i].description rescue "" } # Skill Description
    text.gsub! (/\\I#\[(\d+)\]/i) { $game_party.item_number ($data_items[$1.to_i]) } # Item Number
    text.gsub! (/\\W#\[(\d+)\]/i) { $game_party.item_number ($data_weapons[$1.to_i]) } # Weapon Number
    text.gsub! (/\\A#\[(\d+)\]/i) { $game_party.item_number ($data_armors[$1.to_i]) } # Armor Number
    text.gsub! (/\\S\!<(\d+),(.+?)>/i) { $game_switches[$1.to_i] ? "" : $2.to_s }
    text.gsub! (/\\S<(\d+),(.+?)>/i)  { $game_switches[$1.to_i] ? $2.to_s : "" }
    text.gsub! (/\\#\{(.+?)\}#/im) { (eval ($1.to_s)).to_s rescue "" }
    return text.sub! (/\\RESUB/i, "") != nil ? perform_substitution (text) : text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Perform Conversion
  #    text : the text to convert
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def perform_conversion (text)
    text.gsub! (/\\C\[(\d+)\]/i)        { "\x01<#{$1}>" } # Colour
    text.gsub! (/\\C\[#([\dABCDEF]{6,6})\]/i) { "\x01<##{$1}>"} # Colour Hex
    text.gsub! (/\\G/i)                 { "\x02" }        # Gold Window
    text.gsub! (/\\\./)                 { "\x03<15>" }    # Wait 15 frames
    text.gsub! (/\\\|/)                 { "\x03<60>" }    # Wait 60 frames
    text.gsub! (/\\W\[(\d+)\]/i)        { "\x03<#{$1}>" } # Wait x frames
    text.gsub! (/\\!/)                  { "\x04" }        # Wait for Input
    text.gsub! (/\\@@/)                 { "\x05<0>" }     # Show Fast ON
    text.gsub! (/\/@@/)                 { "\x05<1>" }     # Show Fast OFF
    text.gsub! (/\\@/)                  { "\x06<0>" }     # Show Line Fast ON
    text.gsub! (/\/@/)                  { "\x06<1>" }     # Show Line Fast OFF
    text.gsub! (/\\\^/)                 { "\x07" }        # Skip Pause
    text.gsub! (/\\>/)                  { "\x08<-1>" }     # Message speed- 1
    text.gsub! (/\\</)                  { "\x08<1>" }    # Message speed + 1
    text.gsub! (/\\[Ss]\[(=?-?\d+)\]/i) { "\x08<#{$1}>" } # Message speed + x
    text.gsub! (/\\%/)                  { "\xb0<0>" }     # Enable Skip
    text.gsub! (/\/%/)                  { "\xb0<1>" }     # Disable Skip
    # Animation and Balloons
    text.gsub! (/\\ANI\[(\d+),\s*(\d+)\]/i) { "\x0b<#{$1},#{$2},0>" } # Animation
    text.gsub! (/\\BLN\[(\d+),\s*(\d+)\]/i) { "\x0b<#{$1},#{$2},1>" } # Balloon
    # Position to Character
    text.gsub! (/\\OC\[(\d+)\]/i)     { "\x0c<#{$1},0>" } # Over Character
    text.gsub! (/\\LC\[(\d+)\]/i)     { "\x0c<#{$1},1>" } # Left of Character
    text.gsub! (/\\UC\[(\d+)\]/i)     { "\x0c<#{$1},2>" } # Under Character
    text.gsub! (/\\RC\[(\d+)\]/i)     { "\x0c<#{$1},3>" } # Right of Character
    text.gsub! (/\\E\[(\d+)\]/i)      { "\x0c<#{$1},4>" } # Under if over doesn't work
    text.gsub! (/\\SE\[(.+?)\]/i)    { "\x1b<#{$1},SE>" } # Play Sound Effect
    text.gsub! (/\\ME\[(.+?)\]/i)    { "\x1b<#{$1},ME>" } # Play Musical Effect
    # Show Icons
    text.gsub! (/\\IC?O?N?\[(\d+)\]/i)  { "\x0d<#{$1}>" } # Show Icon X
    text.gsub! (/\\IIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_items[$1.to_i].icon_index}>" rescue "" } # Item Icon
    text.gsub! (/\\WIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_weapons[$1.to_i].icon_index}>" rescue "" } # Weapon Icon
    text.gsub! (/\\AIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_armors[$1.to_i].icon_index}>" rescue "" } # Armor Icon
    text.gsub! (/\\SIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_skills[$1.to_i].icon_index}>" rescue "" }
    text.gsub! (/\\TIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_states[$1.to_i].icon_index}>" rescue "" }
    text.gsub! (/\\[Bb]/)               { "\x0e<0>" }     # Bold ON
    text.gsub! (/\/[Bb]/)               { "\x0e<1>" }     # Bold OFF
    text.gsub! (/\\[Ii]/)               { "\x0f<0>" }     # Italics ON
    text.gsub! (/\/[Ii]/)               { "\x0f<1>" }     # Italics OFF
    text.gsub! (/\\[Ss]/)               { "\x10<0>" }     # Shadow ON
    text.gsub! (/\/[Ss]/)               { "\x10<1>" }     # Shadow OFF
    text.gsub! (/\\[Uu]/)               { "\x11<0>" }     # Underline ON
    text.gsub! (/\/[Uu]/)               { "\x11<1>" }     # Underline OFF
    text.gsub! (/\\HL\[(-?\d+)\]/i)     { "\x12<#{$1}>" } # Higlight X 
    text.gsub! (/\/HL/i)                { "\x12<-1>" }    # Highlight OFF
    text.gsub! (/\\FN\[(.+?)\]/i)       { "\x13<#{$1}>" } # Font Name
    text.gsub! (/\\FS\[(\d+)\]/i)       { "\x14<#{$1}>" } # Font Size
    text.gsub! (/\\FA\[(\d+)\]/i)       { "\x15<#{$1}>" } # Font Alpha
    text.gsub! (/\\LB/i)                { "\x16" }        # Force Line Break
    text.gsub! (/\\AF\[(\d+)\]/i)  { "\x17<#{$1.to_s}>" } # Use Actor Face
    text.gsub! (/\\LEFT/i)              { "\x18<0>" }     # Align Left
    text.gsub! (/\\L/i)                 { "\x18<0>" }     # Align Left
    text.gsub! (/\\CENTRE/i)            { "\x18<1>" }     # Align Centre
    text.gsub! (/\\CE?NTE?R/i)          { "\x18<1>" }     # Align Centre
    text.gsub! (/\\C/i)                 { "\x18<1>" }     # Align Centre
    text.gsub! (/\\RI?GHT/i)            { "\x18<2>" }     # Align Right
    text.gsub! (/\\R/i)                 { "\x18<2>" }     # Align Right
    text.gsub! (/\\PB/i)                { "\x1d" }        # Force Page Break
    text.gsub! (/(\x1d\s*)\x00/i)       { $1.to_s }       # If force page, remove x00 code
    text.gsub! (/\\T/i)                 { "\x09" }        # Tab
    text.gsub! (/\\X\[(\d+)\]/i)        { "\xb1<#{$1}>" } # Content X
    # Position Direct Setting
    text.gsub! (/\\[PM]XY\[(-?\d+),\s*(-?\d+)\]/im) { "\x1f<0,#{$1.to_s},#{$2.to_s}>" }
    # Face Direct Setting
    text.gsub! (/\\FXY\[(-?\d+),\s*(-?\d+)\]/im) { "\x1f<1,#{$1.to_s},#{$2.to_s}>" }
    # Name Direct Setting
    text.gsub! (/\\NXY\[(-?\d+),\s*(-?\d+)\]/im) { "\x1f<2,#{$1.to_s},#{$2.to_s}>" }
    text.gsub! (/\\#\!\{(.+?)\}#/im)    { "\x7f{#{$1}#}" }
    text.gsub! (/\\NB\[(.*?)\]/im)      { "\x19{#{$1}}" } # Name Window
    text.gsub! (/\/NB/i)                { "\x19{}"}
    text.gsub! (/\\NAME\[(.*?)\]/im)    { "\x19{#{$1}}" } # Name Window
    text.gsub! (/\\WB\[(.*?)\]/im)      { "\x1a{#{$1}}" } # Word Box
    text.gsub! (/\/WB/i)                { "\x1a{}" }
    return text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Play SE
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def play_se (se)
    # Avoid FileErrors
    begin 
      se.play 
    rescue 
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Choice Texts
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_text= (string)
    if string.is_a? (String)
      @choice_text = convert_special_characters (string)
      @choice_text += "%s" if @choice_text[/%s/] == nil
    else
      @choice_text = "%s"
    end
  end
  def choicebox_text= (string)
    if string.is_a? (String)
      @choicebox_text = convert_special_characters (string)
      @choicebox_text += "%s" if @choicebox_text[/%s/] == nil
    else
      @choicebox_text = "%s"
    end
  end
  def disabled_choice_text= (string)
    @disabled_choice_text = string.is_a? (String) ? convert_special_characters (string) : "%s"
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Random Pitch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def random_pitch= (val)
    @random_pitch = val.is_a? (Integer) ? self.letter_se.pitch..val : val
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Overwrite SE methods * Thanks Zeriab
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for method in ["letter", "terminate", "pause", "start", "finish"]
    # Run the script
    eval("def #{method}_se= (*args); @#{method}_se = $game_ats.set_sound_effect (*args); end")
  end
end 

#==============================================================================
# ** Game_Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - name
#==============================================================================

class Game_Event
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Name
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def name
    return @event.name
  end
end

#==============================================================================
# ** Game_Player
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - movable?; move_by_input
#==============================================================================

class Game_Player
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Move By Input
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mabr_adtxs3_inpmv_6yw2 move_by_input
  def move_by_input (*args)
    $game_message.override_run = $game_message.move_when_visible
    mabr_adtxs3_inpmv_6yw2 (*args) # Run Original Method
    $game_message.override_run = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check if Player can Move
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_advtxt3_movble_5sa2 movable?
  def movable? (*args)
    true_visible = $game_message.visible
    $game_message.visible = false if $game_message.move_when_visible
    check = malg_advtxt3_movble_5sa2 (*args) # Run Original Method
    $game_message.visible = true_visible
    return check
  end
end

#==============================================================================
# ** Game_Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    overwritten methods - command_403; setup_choices; setup_num_input
#    aliased methods - command_101; command_102; running?
#    new methods - interpret_choices; choice_plus; choice_switch; choice_help;
#      ats_next; ats_all
#==============================================================================

class Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Show Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats_apnd_txt_show_94b command_101
  def command_101 (*args)
    value = modalg_ats_apnd_txt_show_94b (*args)
    if $game_message.append_text && @list[@index].code == 101 && @list[@index].parameters == @params
      $game_message.appending_text = true
      value = command_101 (*args)
      $game_message.appending_text = false
    end
    return value
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Show Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgr_ats3_shwchc_4ac2 command_102
  def command_102 (*args)
    if @list[@index].indent > 1000
      @list[@index - 1].indent -= 1000
      @list[@index].indent -= 1000
      return command_skip
    else
      return malgr_ats3_shwchc_4ac2 (*args) # Run Original Method
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * When [Cancel]
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_403
    if @branch[@indent] == 999              # If canceling choice
      @branch.delete(@indent)               # Erase branching data
      return true                           # Continue
    else                                    # If doesn't match condition
      return command_skip                   # Command skip
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Setup Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def setup_choices (params)
    params = interpret_choices (Marshal.load (Marshal.dump (params))) 
    $game_message.choice_start = $game_message.texts.size
    $game_message.choice_max = params[0].size
    for s in params[0]
      $game_message.choices.push(s)
    end
    $game_message.texts.push ("\x1c") if $game_message.texts.empty?
    $game_message.choice_cancel_type = params[1]
    $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }
    @index += 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Number Input Setup
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def setup_num_input(params)
    if $game_message.texts.size < $game_message.max_lines || $game_message.scrolling
      $game_message.num_input_variable_id = params[0]
      $game_message.num_input_digits_max = params[1]
      @index += 1
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Interpret Choices
  #    params : the parameters of the initial 102 command.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def interpret_choices (params)
    # Collect all next choices as well. 
    ind = @index + 1
    choice_id = 0
    params[1] = 1000 if params[1] == 5
    choice_text = $game_message.choice_window ? $game_message.choicebox_text : $game_message.choice_text
    loop do
      # Advance to next choice code
      while (@list[ind].indent % 1000) > @indent 
        ind += 1                           # Advance index
      end
      case @list[ind].code
      when 402
        choice_s = @list[ind].parameters[1].dup
        ind += 1
        # Choice+ processing.
        choice_s, ind = choice_plus (choice_s, ind)
        # SOFF and SON processing
        choice_s, delete, disable = choice_switch (choice_s)
        choice_s, help = choice_help (choice_s)
        if delete || choice_s.empty?
          @list[ind - 1].parameters[0] = -1
          params[0].delete_at (choice_id)
        else
          $game_message.help_choices[choice_id] = help
          choice_s = sprintf (choice_text, choice_s)
          if disable
            choice_s = sprintf ($game_message.disabled_choice_text, choice_s)
            $game_message.disabled_choices.push (choice_id)
          end
          # Choice Skip?
          choice_s.gsub! (/\x1e/i) { $game_message.skip_choices.push (choice_id); "" }
          @list[ind - 1].parameters[0] = choice_id
          params[0][choice_id] = choice_s
          choice_id += 1
        end
      when 403
        ind += 1
      when 404
        if !$game_message.append_choice || @list[ind + 1].code != 102
          @index = ind if $game_message.skip_choices.size == params.size
          $game_message.help_choices.clear if $game_message.help_choices.uniq.size == 1 && $game_message.help_choices[0].empty?
          break
        end
        p2 = @list[ind + 1].parameters.dup
        @list[ind].indent += 1000 if @list[ind].indent < 1000
        @list[ind + 1].indent += 1000 if @list[ind + 1].indent < 1000
        params[1] = p2[1] == 5 ? 1000 : p2[1] == 0 ? params[1] : params[0].size + p2[1]
        params[0].push (*p2[0])
        ind += 2
      else
        break
      end
    end
    return params
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Running?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modral_atsys3_runn_5tg3 running?
  def running? (*args)
    return false if $game_message.override_run
    return modral_atsys3_runn_5tg3 (*args) 
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice + Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_plus (choice_s, ind)
    # Choice + Processing
    if @list[ind].code == 108 # Comment
      string = @list[ind].parameters[0].dup
      ind2 = ind + 1
      while @list[ind2].code == 408
        string += @list[ind2].parameters[0]
        ind2 += 1
      end
      string.gsub (/\\\+{(.+?)}/im) { choice_s += $1.to_s; "" }
      choice_s.gsub! (/\n/)                   { "" }            # Remove \n 
    end
    return choice_s, ind
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice Switch
  #    s : the choice string
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_switch (s)
    del = false
    dis = false
    s.gsub! (/\\SOFF\[(\d+)\]/i) { del = true if $game_switches[$1.to_i]; "" }
    s.gsub! (/\\SON\[(\d+)\]/i) { del = true if !$game_switches[$1.to_i]; "" }         
    if !del
      s.gsub! (/\\D\[(\d+)\]/i) { dis = true if !$game_switches[$1.to_i]; "" }
      s.gsub! (/\\D!\[(\d+)\]/i) { dis = true if $game_switches[$1.to_i]; "" }
      s.gsub! (/\\SKIP/i) { "\x1e" }
      s.gsub! (/\\PB/i) { "" } # Delete any page breaks.
      $game_message.convert_special_characters (s)
      s.gsub! (/\x16/) { "\x00" }        # Force Line Break
    end
    return s, del, dis
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice Help
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_help (choice_s)
    help_text = ""
    choice_s.gsub! (/\x1a{(.+?)}/im) { help_text += $1.to_s; "" }
    return choice_s, help_text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change ATS parameter for next message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ats_next (parameter, *args)
    $game_message.send ("#{parameter}=".to_sym, *args) unless args.empty?
    return $game_message.send (parameter)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change ATS
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ats_all (parameter, *args)
    $game_ats.send ("#{parameter}=".to_sym, *args) unless args.empty?
    $game_message.send ("#{parameter}=".to_sym, *args) unless args.empty?
    return $game_message.send (parameter)
  end
end

#==============================================================================
# ** P_Formatter_ATS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  A special formatter class designed to accomodate ATS message codes
#==============================================================================

class P_Formatter_ATS
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :bitmap
  attr_reader   :force_break
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (font = nil)
    @bitmap = Bitmap.new (1, 1)
    @bitmap.font = font if font
    @curly_args_codes = ["\x19", "\x1a", "\x7f"]
    @args_codes = ["\x01", "\x03", "\x05", "\x06", "\x08", "\x0b", 
      "\x0c", "\x0d", "\x0e", "\x0f", "\x10", "\x11", "\x12", "\x13", "\x14", 
      "\x15", "\x17", "\x18", "\x1b", "\x1f", "\xb0", "\xb1"]
    @no_args_codes = ["\x00", "\x02", "\x04", "\x07", "\x09", "\x16", "\x1c", 
      "\x1d", "\x1e"]
    @force_break = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose
    @bitmap.dispose unless @bitmap.nil? || @bitmap.disposed?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Format By Line
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def format_by_line (string, width)
    @string = string
    @max_width = width
    @justify = $game_message.justified_text
    return 0, 0, @justify if string.empty?
    @line_width = 0
    @word_length = 0
    @w_draw_count = 0
    @l_draw_count = 0
    @curly_argument = 0
    @code_argument = 0
    # Set up
    @line_space = 0
    @last_word = 0
    @break_loop = false
    @last_space_counted = false
    @force_break = false
    i = 0
    while !@break_loop
      if i >= @string.size
        if @l_draw_count != 0
          @l_draw_count += 1 
          @line_width += @bitmap.text_size (" ").width
        end
        @l_draw_count += @w_draw_count
        @line_width += @word_length
        next_line (i)
      else
        format_character (i)
        i += 1
      end
    end
    return @line_space, @l_draw_count, @justify
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Format Character
  #    i : index of character to format, or the character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def format_character (i)
    character = @string[i, 1]
    if @curly_argument > 0
      @curly_argument -= 1 if character == "}"
    elsif @code_argument > 0
      @code_argument -= 1 if character == ">"
    elsif @curly_args_codes.include? (character)
      extract_curly_args_code (character, i)
    elsif @args_codes.include? (character)
      extract_args_code (character, i)
    elsif @no_args_codes.include? (character)
      extract_no_args_code (character, i)
    elsif character == " "
      next_word (i)
      return if @break_loop
      @line_width += @bitmap.text_size (" ").width
      @l_draw_count += 1
      @last_space_counted = true
    else # Regular Character
      @word_length += @bitmap.text_size(character).width
      @w_draw_count += 1
      if i == @string.size - 1 && @line_width + @word_length > @max_width
        next_line (@last_word) 
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Next Word
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def next_word (i)
    if @line_width + @word_length > @max_width
      if @line_width == 0
        @last_word = i
        @line_width = @word_length
        @l_draw_count = @w_draw_count
        @word_length = 0
        @w_draw_count = 0
      end
      next_line (@last_word)
    end
    @last_word = i
    @line_width += @word_length
    @l_draw_count += @w_draw_count
    @word_length = 0
    @w_draw_count = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Proceed to Next Line
  #    last_word : the index of the beginning of the previous word
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def next_line (last_word)
    @justify = false if last_word == @string.size
    @string[last_word, 1] = "\x00"
    if @last_space_counted
      @line_width -= @bitmap.text_size (" ").width
      @l_draw_count -= 1
    end
    # Calculates the blank space left to cover in the line
    line_blank = @max_width - @line_width
    @line_space = ( line_blank.to_f / [(@l_draw_count.to_f - 1.0), 1.0].max )
    @break_loop = true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Extract Curly Argument Code
  #    code : the code to extract
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def extract_curly_args_code (code, index)
    @curly_argument += 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Extract Argument Code
  #    code : the code to extract
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def extract_args_code (code, index)
    case code
    when "\x0d" # Icon
      @w_draw_count += 1
      @word_length += 24
    when "\x0e" # Bold
      @bitmap.font.bold = (@string[index + 2, 1].to_i == 0)    
    when "\x0f" # Italic
      @bitmap.font.italic = (@string[index + 2, 1].to_i == 0)   
    when "\x10" # Shadow
      @bitmap.font.shadow = (@string[index + 2, 1].to_i == 0)
    when "\x13" # Font Name
      bmp = @bitmap
      bmp.font.name = bmp.font.name.to_ary if !bmp.font.name.is_a? (Array)
      @string[index, @string.size - index][/<(.*?)>/]
      bmp.font.name = ([$1.to_s] + bmp.font.name).uniq
    when "\x14" # Font Size
      @string[index, @string.size - index][/<(\d*)>/]
      @bitmap.font.size = $1.to_i
    when "\xb1" # Set Contents_X
      @string[index, @string.size - index][/<(\d*)>/]
      @word_length = $1.to_i
    end
    @code_argument += 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Extract No Argument Code
  #    code : the code to extract
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def extract_no_args_code (code, index)
    if ["\x00", "\x1d"].include? (code) # New line or New Page
      if @line_width + @word_length > @max_width
        next_line (@last_word) 
      else
        @line_width += @word_length
        @l_draw_count += @w_draw_count
        line_blank = @max_width - @line_width
        @line_space = ( line_blank.to_f / [(@l_draw_count.to_f - 1.0), 1.0].max )
        @break_loop = true
        @justify = false
        @force_break = true
      end
    elsif code == "\x09" # Tab
      next_word (index)
      @line_width = $game_message.justified_text ? @line_width + 32 :((@line_width / 32) + 1)*32
    end
  end
end

#==============================================================================
# ** Sprite MessageFace
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This sprite displays face graphics
#==============================================================================

class Sprite_MessageFace < Sprite_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (face_file, face_index, viewport = nil) 
    super (viewport)
    wdth, hght = $game_message.face_width, $game_message.face_height
    face = Cache.face (face_file)
    if face_file[/^\$/] != nil # SINGLE
      wdth = face.width if wdth <= 0
      wdth = [face.width, wdth].min
      hght = face.height if hght <= 0
      hght = [face.height, hght].min
      rect = Rect.new((face.width-wdth) / 2, (face.height-hght) / 2, wdth, hght)
    else
      # Resize if face smaller than allotted size
      wdth = face.width / 4 if wdth <= 0
      wdth = [face.width / 4, wdth].min
      hght = face.height / 2 if hght <= 0
      hght = [face.height / 2, hght].min
      rect = Rect.new(0, 0, wdth, hght)
      rect.x = (face_index % 4) * wdth + ((face.width / 4) - wdth) / 2
      rect.y = (face_index / 4) * hght + ((face.height / 2) - hght) / 2
    end
    self.bitmap = Bitmap.new (rect.width, rect.height)
    self.bitmap.blt(0, 0, face, rect)
    self.mirror = $game_message.face_mirror
    self.blend_type = $game_message.face_blend_type
    self.visible = false
    self.opacity = $game_message.face_fadein ? 0 : $game_message.face_opacity
    $game_message.face_width, $game_message.face_height = rect.width, rect.height
  end
end

#==============================================================================
# ** Sprite SpeechTag
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This sprite displays the tag when speaking
#==============================================================================

class Sprite_SpeechTag < Sprite
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader :speech_tag_index
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (viewport = nil, *args)
    @border_sprite = Sprite.new (viewport)
    super (viewport, *args)
    @border_sprite.z = self.z + 1
    @bitmaps = []
    reset_graphic
    self.visible = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose (*args)
    if self.bitmap
      self.bitmap.dispose 
      @border_sprite.bitmap.dispose
    end
    @border_sprite.dispose
    super (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reset Graphic
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset_graphic (index = $game_message.speech_tag_index)
    return if @speech_tag_index == index
    @speech_tag_index = index
    return if index < 0
    begin
      bitmap = Cache.system ($game_message.speech_tag_graphics[index])
    rescue
      return
    end
    @bitmaps.each { |bmp| bmp.dispose unless bmp.disposed? }
    @bitmaps.clear
    dummy_bmp = Bitmap.new (bitmap.width / 2, bitmap.height / 2)
    src_rect = Rect.new (0, 0, bitmap.width / 2, bitmap.height / 2)
    for i in 0...4
      new_bmp = dummy_bmp.dup
      src_rect.x, src_rect.y = (i % 2)*new_bmp.width, (i / 2)*new_bmp.height
      new_bmp.blt (0, 0, bitmap, src_rect)
      @bitmaps.push (new_bmp)
    end
    dummy_bmp.dispose
    self.bitmap = @bitmaps[0]
    @border_sprite.bitmap = @bitmaps[1]
    self.back_opacity = $game_message.message_backopacity
    self.opacity = $game_message.message_opacity
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Direction
  #    dir : 0 => Down; 2 => Up
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_direction (dir)
    self.bitmap = @bitmaps[dir]
    @border_sprite.bitmap = @bitmaps[dir + 1]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Back Opacity
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias back_opacity= opacity= unless self.method_defined? (:back_opacity=)
  def opacity= (value)
    self.back_opacity = (self.opacity*(value.to_f / 255.0)).to_i
    @border_sprite.opacity = value
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Visible
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def visible= (boolean)
    super (boolean)
    @border_sprite.visible = boolean
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * X=, Y=, Z=, Angle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for attr in ["x", "y", "z", "angle"]
    ATS_ATTR = <<_END_
      def #{attr}= (*args)
        old_val = self.#{attr}
        super (*args)
        diff = self.#{attr} - old_val
        @border_sprite.#{attr} += diff
      end
_END_
    eval (ATS_ATTR)
  end
end

#==============================================================================
# *** Window_MessageBase
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This module holds methods shared by all ATS windows
#==============================================================================

module Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Message Draw Icon
  #    allows for different opacities
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def message_draw_icon (icon_index, x, y, o = $game_message.message_fontalpha)
    bitmap = Cache.system("Iconset")
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    self.contents.blt(x, y, bitmap, rect, o)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Text Color
  #    n : either a windowskin palette or the array
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def text_color (n)
    if n.is_a? (Array)
      return Color.new (*n)
    else
      return super (n)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Alignment
  #    align : The alignment ( 1 => Centre, 2 => Right )
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_alignment (align = 1)
    # Get rest of line
    formatter = P_Formatter_ATS.new (self.contents.font.dup)
    ls, lc, j = formatter.format_by_line (@text.dup, @contents_width - @contents_x)
    formatter.dispose
    es = ls * (lc - 1)
    @contents_x += (es / 2)*align
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Message Character
  #    c : the character to be drawn
  #``````````````````````````````````````````````````````````````````````````
  #  This method utilizes the codes shared between the MessageBox, WordBox,
  # and ChoiceBox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_message_character (c, bmp = self.contents)
    @text = "" if @text.nil?
    case c
    when "\x01"                       # \C[n] (text character color change)
      @text.sub! (/<(#?)(.+?)>/i, "")
      if $1 == ""
        bmp.font.color = text_color($2.to_i)
        if $game_message.message_fontalpha != 255
          bmp.font.color.alpha = $game_message.message_fontalpha
        end
      else
        a = $2.to_s.scan (/../)
        bmp.font.color = text_color ([a[0].to_i (16), a[1].to_i (16), a[2].to_i (16), $game_message.message_fontalpha])
      end
    when "\x09"                       # Tab
      x = @line_x + (((@contents_x - @line_x).to_i / 32) + 1)*32
      highlight_underline (x - @contents_x)
      @contents_x = x
    when "\xb1"                        # Set Contents X
      @text.sub! (/<(\d*)>/, "")
      @contents_x = $1.to_i
      return false if self.is_a? (Window_Message)
    when "\x0d"                       # Icon
      @text.sub!(/<(\d*)>/, "")
      highlight_underline (24)
      message_draw_icon ($1.to_i, @contents_x, @contents_y)
      @contents_x += 24
      @contents_x += @ls if self.is_a? (Window_Message)
    when "\x0e"                       # Bold
      @text.sub!(/<([01])>/, "")
      bmp.font.bold = (Game_ATS::ATS_2 && $1.to_i == 0) ? !bmp.font.bold : $1.to_i == 0
    when "\x0f"                       # Italics
      @text.sub!(/<([01])>/, "")
      bmp.font.italic = (Game_ATS::ATS_2 && $1.to_i == 0) ? !bmp.font.italic : $1.to_i == 0
    when "\x10"                       # Shadow
      @text.sub!(/<([01])>/, "")
      bmp.font.shadow = (Game_ATS::ATS_2 && $1.to_i == 0) ? !bmp.font.shadow : $1.to_i == 0
    when "\x11"                        # Underline
      @text.sub!(/<([01])>/, "")
      @underline = (Game_ATS::ATS_2 && $1.to_i == 0) ? !@underline : $1.to_i == 0
    when "\x12"                        # Highlight
      @text.sub! (/<(-?\d+)>/, "")
      @highlight = $1.to_i
    when "\x13"                       # Font Name
      bmp.font.name = bmp.font.name.to_ary if !bmp.font.name.is_a? (Array)
      @text.sub!(/<(.*?)>/, "")
      bmp.font.name = ([$1.to_s] + bmp.font.name).uniq
    when "\x14"                       # Font Size
      @text.sub!(/<(\d*)>/, "")
      bmp.font.size = $1.to_i
    when "\x15"                       # Font Alpha
      @text.sub! (/<(\d*)>/, "")
      $game_message.message_fontalpha = $1.to_i
      bmp.font.color.alpha = $game_message.message_fontalpha
    when "\x18"                       # Alignment
      @text.sub! (/<([012])>/, "")
      return true if @align == $1.to_i
      @align = $1.to_i
      set_alignment (@align)
    else
      return false    
    end
    return true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Regular Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_regular_character (c, bmp = self.contents)
    c_width = bmp.text_size(c).width
    c_width += @ls if !@ls.nil?
    highlight_underline (c_width)
    bmp.draw_text(@contents_x, @contents_y, c_width + 4, @wlh, c)
    @contents_x += c_width
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Highlight and Underline section
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def highlight_underline (c_width)
    # Highlight
    if @highlight >=0 
      hl_rect = Rect.new (@contents_x, @contents_y + 1, c_width, @wlh - 2)
      colour = text_color (@highlight)
      colour.alpha = 128 if colour.alpha > 128
      contents.fill_rect (hl_rect, colour)
    end
    # Underline
    if @underline
      y = @contents_y + contents.font.size + (@wlh - contents.font.size) / 2
      contents.fill_rect (@contents_x, y, c_width, 2, contents.font.color)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Background Sprite
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_back_sprite (dim, use_dim)
    @back_sprite.viewport = self.viewport
    bmp = Cache.system(dim)
    @back_sprite.bitmap = Bitmap.new (self.width, self.height)
    @back_sprite.bitmap.stretch_blt (@back_sprite.bitmap.rect, bmp, bmp.rect)
    if use_dim.is_a? (Integer)
      @back_sprite.visible = use_dim == 0 ? false : use_dim == 1 ? true : $game_message.background == 1
    else
      @back_sprite.visible = use_dim
    end
    @back_sprite.x = self.x
    @back_sprite.y = self.y
    @back_sprite.z = self.z - 10
    self.opacity = 0 if @back_sprite.visible
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * X, Y, Z
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for attr in ["x", "y", "z"]
    ATS_NAMATTR = <<__END__
      def #{attr}= (*args)
        old_val = self.#{attr}
        super (*args)
        diff = self.#{attr} - old_val
        @back_sprite.#{attr} += diff
      end
__END__
    eval (ATS_NAMATTR)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Top Row
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def top_row
    return super if !@wlh
    return self.oy / @wlh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Top Row
  #     row : row shown on top
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def top_row=(row)
    if !@wlh
      super (row)
    else
      row = 0 if row < 0
      self.oy = row * @wlh
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Number of Rows Displayable on 1 Page
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def page_row_max
    return super if !@wlh
    return (self.height - 32) / @wlh
  end
end

#==============================================================================
# ** Window_WordBox
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window will show a single line of text
#==============================================================================

class Window_WordBox < Window_Base
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (viewport, word, x = 0, y = 0, width = -1, height = 56, name = false)
    @back_sprite = Sprite.new (viewport)
    @text = $game_message.convert_special_characters (word)
    @wlh = name ? $game_message.name_wlh : $game_message.word_wlh
    @wlh = $game_message.wlh if @wlh < 0
    height = 32 + (((word.scan (/\x00/).size) + 1)*@wlh) if height == -1
    @underline = false
    @highlight = -1
    # Get Text Size
    dummy_formatter = P_Formatter_ATS.new 
    lines = (@text + "\x00").scan (/.+?\x00/)
    tw = 32
    for line in lines
      ls, lc, j = dummy_formatter.format_by_line (line, 5000)
      tw1 = 5000 - (ls * (lc - 1))
      tw = tw1 if tw1 > tw
    end
    dummy_formatter.dispose
    if width < 0
      width = [(name ? tw + ($game_message.name_border_size*2) + 4 : tw + 36), 33].max
    end
    super (x, y, width, height)
    self.viewport = viewport
    self.openness = 0
    self.z = 300
    set_stats
    @contents_x, @line_x = 0, 0
    @contents_y = 0
    @contents_width = contents.width
    @align = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Stats
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_stats
    self.windowskin = Cache.system ($game_message.word_windowskin)
    self.opacity = $game_message.word_opacity
    self.back_opacity = $game_message.word_backopacity
    create_back_sprite ($game_message.word_dim, $game_message.word_use_dim)
    self.contents.font.name = $game_message.word_fontname
    self.contents.font.size = $game_message.word_fontsize
    self.contents.font.color = text_color ($game_message.word_fontcolour)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose (*args)
    @back_sprite.bitmap.dispose
    @back_sprite.dispose
    super (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Word
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_word (text = @text, bmp = self.contents)
    @text = text.dup
    loop do
      c = @text.slice!(/./m)            # Get next text character
      # Stop when text finished
      break if c.nil?     
      if !draw_message_character (c, bmp)
        if c == "\x00"
          @contents_y += @wlh
          @contents_x, @line_x = 0, 0
          set_alignment (@align)
        else
          draw_regular_character (c, bmp)
        end
      end
    end
  end
end

#==============================================================================
# ** Window_NameBox
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the name
#==============================================================================

class Window_NameBox < Window_WordBox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (name, viewport = nil)
    @word_sprite = Sprite_Base.new (viewport)
    wlh = $game_message.name_wlh > 0 ? $game_message.name_wlh : $game_message.wlh
    rows = (name.scan (/\x00/).size) + 1
    hght = [($game_message.name_border_size*2) + rows*wlh, 33].max
    super (viewport, name, 0, 0, -1, hght, true)
    self.viewport = viewport
    @word_sprite.x, @word_sprite.y = $game_message.name_border_size, $game_message.name_border_size
    @word_sprite.bitmap = Bitmap.new (self.width - (2*$game_message.name_border_size), self.height - (2*$game_message.name_border_size))
    @word_sprite.bitmap.font.name = $game_message.name_fontname
    @word_sprite.bitmap.font.size = $game_message.name_fontsize
    @word_sprite.bitmap.font.color = text_color ($game_message.name_fontcolour)
    @contents_x, @line_x = 2, 2
    draw_word (name, @word_sprite.bitmap)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Stats
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_stats
    self.opacity = $game_message.name_opacity
    self.back_opacity = $game_message.name_backopacity
    create_back_sprite ($game_message.name_dim, $game_message.name_use_dim)
    self.windowskin = Cache.system ($game_message.name_windowskin)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose (*args)
    super (*args)
    @word_sprite.bitmap.dispose
    @word_sprite.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * X, Y, Z
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for attr in ["x", "y", "z"]
    ATS_NAMATTR = <<__END__
      def #{attr}= (*args)
        old_val = self.#{attr}
        super (*args)
        diff = self.#{attr} - old_val
        @word_sprite.#{attr} += diff
      end
__END__
    eval (ATS_NAMATTR)
  end
end

#==============================================================================
# ** Window_FaceBox
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window processes faces
#==============================================================================

class Window_FaceBox < Window_Base
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :busy
  attr_reader   :face_sprites
  attr_accessor :scroll_x
  attr_accessor :scroll_y
  attr_accessor :scroll_x_speed
  attr_accessor :scroll_y_speed
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (viewport)
    @back_sprite = Sprite.new (viewport)
    @face_sprites = []
    @animate_face_count = 0
    @fade_count = 0
    @active_face = 0
    @busy = false
    @scroll_x = 0
    @scroll_y = 0
    @scroll_x_speed = 8
    @scroll_y_speed = 8
    super (0, 0, 128, 128)
    self.viewport = viewport
    self.visible = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remake Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remake_window (width = $game_message.face_width, height = $game_message.face_height)
    self.width = [width + 2*$game_message.face_border_size, 33].max
    self.height = [height + 2*$game_message.face_border_size, 33].max
    create_contents
    self.windowskin = Cache.system ($game_message.face_windowskin)
    if $game_message.face_fadein
      self.back_opacity = 0
      @fade_count = $game_message.face_opacity
    else
      self.back_opacity = $game_message.face_opacity
    end
    create_back_sprite ($game_message.face_dim, $game_message.face_use_dim)
    self.visible = $game_message.face_window 
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose (*args)
    super (*args)
    clear
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def clear
    @face_sprites.each { |face| face.dispose } # Dispose all faces
    @face_sprites.clear
    return if self.disposed?
    self.visible = false
    @busy = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    if !@face_sprites.empty? && @face_sprites[@active_face].visible
      # Update Fade In
      if @fade_count > 0 
        speed = [$game_message.face_fade_speed, @fade_count].min
        @fade_count -= speed
        self.back_opacity += speed
        @face_sprites.each { |sprite| sprite.opacity += speed }
      end
      # Update Horizontal Scroll
      if @scroll_x != 0
        speed = @scroll_x > 0 ? [@scroll_x_speed, @scroll_x].min : [-1*@scroll_x_speed, @scroll_x].max
        self.x += speed
        @scroll_x -= speed
      end
      # Update Verticaltal Scroll
      if @scroll_y != 0
        speed = @scroll_y > 0 ? [@scroll_y_speed, @scroll_y].min : [-1*@scroll_y_speed, @scroll_y].max
        self.y += speed
        @scroll_y -= speed
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Animate Face
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def animate_face
    if @face_sprites.size > 1
      @face_sprites[@active_face].visible = false
      @animate_face_count = (@animate_face_count + 1) % $game_message.letters_per_face
      @active_face = (@active_face + 1) % @face_sprites.size if @animate_face_count == 0
      @face_sprites[@active_face].visible = true
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Pause Animation
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def pause
    return if @face_sprites.size < 2
    @face_sprites[@active_face].visible = false
    @active_face = 0
    @face_sprites[0].visible = true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Face
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_face (face_file, index = 0)
    clear
    name = face_file.dup
    loop do
      # Make face and store in @face_sprites unless invalied
      face = Sprite_MessageFace.new (name, index, self.viewport) rescue break
      @face_sprites.push (face)
      break unless $game_message.animate_faces
      # If face_file has a number appended, add all of it's animations
      if name[/\_(\d+)$/i] != nil  
        name.sub! (/(\d+)$/) { ($1.to_i + 1).to_s }
      elsif name[/^\!\[(\d+)\]./] != nil # If name has exclamation code
        # Take all animations from the same face file
        index += 1
        break if index == $1.to_i 
      else
        break
      end
    end
    @active_face = 0
    @face_sprites[@active_face].visible = true if @face_sprites[@active_face]
    @busy = true
    remake_window
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Goal X; Goal Y : accomodate for scrolling
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def goal_x
    return self.x + @scroll_x
  end
  def goal_y
    return self.y + @scroll_y
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * X=; Y=; Z=
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def x= (value)
    super (value)
    @face_sprites.each { |sprite| sprite.x = self.x + $game_message.face_border_size}
  end
  def y= (value)
    super (value)
    @face_sprites.each { |sprite| sprite.y = self.y + $game_message.face_border_size}
  end
  def z= (value)
    super (value)
    @face_sprites.each { |sprite| sprite.z = self.z }
  end
end

#==============================================================================
# ** Window_ChoiceBox
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This makes a separate window for handling choices, if desired.
#==============================================================================

class Window_ChoiceBox < Window_Selectable
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (viewport = nil)
    font = Font.new ($game_message.choice_fontname, $game_message.choice_fontsize)
    @wlh = $game_message.choice_wlh > 0 ? $game_message.choice_wlh : $game_message.wlh
    width, height, line_num = prepare_choices (font.dup)
    @back_sprite = Sprite.new (viewport)
    super (0, 0, width, height)
    if line_num*@wlh > (height - 32)
      self.contents.dispose
      self.contents = Bitmap.new (width - 32, line_num*@wlh)
    end
    self.viewport = viewport
    self.windowskin = Cache.system ($game_message.choice_windowskin)
    self.opacity = $game_message.choice_opacity
    self.back_opacity = $game_message.choice_backopacity
    self.openness = 0
    self.contents.font = font
    self.contents.font.color = text_color ($game_message.choice_fontcolour)
    create_back_sprite ($game_message.choice_dim, $game_message.choice_use_dim)
    @spacing = $game_message.choice_spacing
    @column_max = $game_message.column_max
    @item_max = $game_message.choices.size
    @underline = false
    @highlight = -1
    @last_index = -1
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Prepare Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def prepare_choices (font)
    max_width = ($game_message.choice_width > 32 ? $game_message.choice_width : Graphics.width) - 32 
    max_width = (max_width - ($game_message.choice_spacing*($game_message.column_max - 1))) / $game_message.column_max
    longest_line = 1
    line_num = 0
    formatter = P_Formatter_ATS.new (font)
    @group_sizes = []
    @choices = []
    group_size = 1
    $game_message.choices.each_index { |i|
      lines = []
      line_sizes = []
      if i % $game_message.column_max == 0
        if i != 0
          line_num += group_size 
          @group_sizes.push (group_size)
        end
        group_size = 1
      end
      string = $game_message.choices[i].dup
      while !string.empty?
        ls, lc, j = formatter.format_by_line (string, max_width)
        length = max_width - (ls*(lc - 1))
        string.sub! (/(.*?)\x00/) { "" }
        lines.push ($1.to_s)
        line_sizes.push (length)
        longest_line = [length, longest_line].max
      end
      group_size = [group_size, lines.size].max
      @choices.push ([lines, line_sizes])
    }
    line_num += group_size
    @group_sizes.push (group_size)
    if $game_message.choice_width > 32
      width = $game_message.choice_width
      @line_size = max_width
    else
      width = 36 + ((longest_line + $game_message.choice_spacing)*$game_message.column_max) - $game_message.choice_spacing
      @line_size = longest_line
    end
    height = $game_message.choice_height > 32 ? $game_message.choice_height : 32 + (@wlh*[line_num, $game_message.row_max].min)
    return width, height, line_num
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    @choices.each_index { |i|
      @align = 0
      rect = item_rect (i)
      start_x = rect.x
      @contents_y = rect.y
      for j in 0...@choices[i][0].size
        @text = @choices[i][0][j].dup
        length = @choices[i][1][j]
        @contents_x, @line_x = start_x, start_x 
        @contents_width = start_x + @line_size
        set_alignment (@align)
        while !@text.empty?
          c = @text.slice! (/./m)
          draw_regular_character (c) if !draw_message_character (c)
        end
        @contents_y += @wlh
      end
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Rect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_rect(index)
    rect = super (index)
    rect.y = 0
    for j in 0...(index / $game_message.column_max)
      rect.y += @group_sizes[j]
    end
    rect.y *= @wlh
    rect.height = @group_sizes[index / $game_message.column_max]*@wlh
    return rect
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Cursor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_cursor
    if @index < 0                   # If the cursor position is less than 0
      self.cursor_rect.empty        # Empty cursor
    else                            # If the cursor position is 0 or more
      @help_window.set_text (@index) if @help_window
      return if @index == @last_index
      if $game_message.skip_choices.include? (@index)
        mod = @index - @last_index 
        @index = (@index + mod) % $game_message.choice_max
        return
      end
      rect = item_rect(@index)      # Get rectangle of selected item
      row = rect.y / @wlh           # Get current row
      # Scroll up if before the currently displayed
      self.top_row = row if row < top_row
      # Scroll down if after the currently displayed
      row += (rect.height / @wlh) - 1
      self.bottom_row = row if row > bottom_row
      rect.y -= self.oy             # Match rectangle to scroll position
      self.cursor_rect = rect       # Refresh cursor rectangle
      @last_index = @index
    end
  end
end

#==============================================================================
# ** Window ChoiceHelp
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows help text when hovering over choices
#==============================================================================

class Window_ChoiceHelp < Window_Base
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (choice_helps)
    @back_sprite = Sprite.new
    @choice_helps = []
    @underline = false
    @highlight = -1
    font = Font.new ($game_message.choicehelp_fontname, $game_message.choicehelp_fontsize)
    p_formatter = P_Formatter_ATS.new (font)
    longest_line = 1
    x, y = $game_message.choicehelp_x, $game_message.choicehelp_y
    width, height = $game_message.choicehelp_width, $game_message.choicehelp_height
    @wlh = $game_message.choicehelp_wlh < 0 ? $game_message.wlh : $game_message.choicehelp_wlh
    wdth = width > 0 ? width - 32 : 5000
    tallest = 1
    choice_helps.each { |string| 
      s_d = $game_message.convert_special_characters (string.dup)
      s_d.gsub! (/\x16/) { "\x00" }
      lines = []
      line_lengths = []
      while !s_d.empty?
        ls, lc, j = p_formatter.format_by_line (s_d, wdth)
        line_lengths.push (wdth - (ls * (lc - 1)))
        lines.push (s_d.slice! (/.*?\x00/))
      end
      tallest = [tallest, lines.size].max
      @choice_helps.push ([lines, line_lengths])
    }
    p_formatter.dispose
    width = line_lengths.max + 32 if width < 0
    x = x >= 0 ? x : [(Graphics.width - width) / 2, 0].max
    y = $game_message.choicehelp_y < 0 ? 0 : $game_message.choicehelp_y
    width = [33, [width, Graphics.width - x].min].max
    height = height < 0 ? 32 + (tallest*@wlh) : [height, 33].max
    super (x, y, width, height)
    @contents_width = contents.width
    self.windowskin = Cache.system ($game_message.choicehelp_windowskin)
    self.opacity = $game_message.choicehelp_opacity
    self.back_opacity = $game_message.choicehelp_backopacity
    self.openness = 0
    create_back_sprite ($game_message.choicehelp_dim, $game_message.choicehelp_use_dim)
    self.contents.font = Font.new ($game_message.choicehelp_fontname, $game_message.choicehelp_fontsize)
    self.contents.font.color = text_color ($game_message.choicehelp_fontcolour)
    @index = -1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Text
  #    index : the index of the choice being highlighted
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_text (index)
    if index != @index
      return if self.disposed?
      contents.clear
      @index = index
      lines = @choice_helps[index][0]
      lengths = @choice_helps[index][1]
      @contents_y = $game_message.choicehelp_center ? (contents.height - (lines.size*@wlh)) / 2 : 0
      @align = 0
      lines.each_index { |i|
        @text = lines[i].dup
        @contents_x, @line_x = 0, 0
        set_alignment (@align)
        while !@text.empty? # Stop when text finished
          c = @text.slice!(/./m)            # Get next text character
          draw_regular_character (c) if !draw_message_character (c)
        end
        @contents_y += @wlh
      }
    end
  end
end

#==============================================================================
# ** Window_Gold
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    Make @closing and @opening publicly accessible
#==============================================================================

class Window_Gold
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader :closing
  attr_reader :opening
end

#==============================================================================
# ** Window_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    overwritten methods - create_back_sprite; update_message; update_cursor;
#      convert_special_characters; reset_window; draw_face; input_pause; z=;
#      close; visible=
#    aliased methods - initialize; dispose; update; update_show_fast; new_page;
#      start_message; new_line; finish_message; start_choice; terminate_message
#      start_number_input; input_choice
#    new methods - create_namebox; create_wordbox; create_choicebox; 
#      create_choicehelp; remake_window; fit_window_to_text; set_position;
#      position_to_character; do_not_obscure_characters; set_face_position;
#      set_speechtag_position; set_name_position; set_choice_position;
#      dispose_ats_windows; update_letter_se; format_line; start_scroll_message;
#      contents_width; draw_message_character; set_alignment
#==============================================================================

class Window_Message
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_win_msg_init_9id1 initialize
  def initialize (viewport = nil, *args)
    @back_sprite = Sprite.new
    modalg_ats3_win_msg_init_9id1 (*args)
    remake_window
    self.viewport = viewport ? viewport : Viewport.new (0, 0, Graphics.width, Graphics.height)
    self.viewport.z = self.z
    @face_window = Window_FaceBox.new (self.viewport)
    @speechtag_sprite = Sprite_SpeechTag.new (self.viewport)
    @longest_line = 0
    @scrolling = 0
    @review_scroll = 0
    @letter_se_count = 0
    @ls = 0
    @underline = false
    @highlight = -1
    @last_index = -1
    @align = 0
    @max_oy = 0
    @p_formatter = P_Formatter_ATS.new (self.contents.font.dup)
    @wlh = $game_message.wlh
    @anti_update = true if self.is_a? (Window_BattleMessage) # Yanfly Melody compatibility measure
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modrna_atxts3_dsps_9th5 dispose
  def dispose (*args)
    modrna_atxts3_dsps_9th5 (*args) # Run Original Method
    dispose_ats_windows
    @face_window.dispose
    @speechtag_sprite.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdrnalg_advtxt3_upd_3xa2 update
  def update (*args)
    # Graphic Novel Support
    if $game_message.graphic_novel && !self.is_a? (Window_BattleMessage)
      if $game_message.gn_press_or_toggle # Press
        self.viewport.visible = !Input.press? ($game_message.hide_button)
      else # Toggle
        self.viewport.visible = !self.viewport.visible if Input.trigger? ($game_message.hide_button)
      end
      return if !self.viewport.visible
    end
    [@choice_window, @choicehelp_window, @word_window, @name_window].each { |window|
      window.update if window && !window.disposed? }
    mdrnalg_advtxt3_upd_3xa2 (*args)
    # If Window opening, but no text and just a choice window.
    if @opening && $game_message.choice_window && @text.empty? && !$game_message.choices.empty?
      close
      $game_message.visible = @closing
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Background Sprite
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_back_sprite
    if @back_sprite
      @back_sprite.bitmap.dispose if @back_sprite.bitmap && !@back_sprite.bitmap.disposed?
      @back_sprite.dispose if !@back_sprite.disposed?
    end
    @back_sprite = Sprite.new (self.viewport)
    bmp = Cache.system($game_message.message_dim)
    @back_sprite.bitmap = Bitmap.new (self.width, self.height + 32)
    @back_sprite.bitmap.stretch_blt (@back_sprite.bitmap.rect, bmp, bmp.rect)
    @back_sprite.visible = (@background == 1)
    @back_sprite.x = self.x
    @back_sprite.y = self.y
    @back_sprite.z = 190
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Namebox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_namebox (name)
    @name_window.dispose unless @name_window.nil? || @name_window.disposed?
    return if name.empty?
    @name_window = Window_NameBox.new (name, self.viewport)
    @name_window.open
    set_name_position
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Wordbox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_wordbox (word)
    @word_window.dispose unless @word_window.nil? || @word_window.disposed?
    return if word.empty?
    x = $game_message.word_x
    y = $game_message.word_y == -1 ? @gold_window.y : $game_message.word_y
    @word_window = Window_WordBox.new (self.viewport, word, x, y, $game_message.word_width, $game_message.word_height)
    if $game_message.word_x == -1
      if $game_message.word_y == -1 && (@gold_window.opening || (@gold_window.openness == 255 && !@gold_window.closing))
        @word_window.x = @gold_window.x - @word_window.width
        if @word_window.x < 0
          val = @gold_window.y == 0 ? @gold_window.height : -1*@word_window.height
          @word_window.y += val
          @word_window.x = (Graphics.width - @word_window.width) / 2
        end
      else
        @word_window.x = (Graphics.width - @word_window.width) / 2
      end
    end
    @word_window.draw_word
    @word_window.open
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Choicebox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_choicebox
    @choice_window = Window_ChoiceBox.new (self.viewport)
    @choice_window.z = self.z + 10
    @choice_window.open
    set_choice_position
    $game_message.choices.clear
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create ChoiceHelp Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_choicehelp
    @choicehelp_window = Window_ChoiceHelp.new ($game_message.help_choices)
    @choicehelp_window.open
    @choicehelp_window.viewport = self.viewport
    if $game_message.choicehelp_y < 0
      unless Graphics.height - @choicehelp_window.height < self.y + self.height 
        @choicehelp_window.y = Graphics.height - @choicehelp_window.height 
      end
    end
    @choicehelp_window.z = self.z + 5
    @choice_window.help_window = @choicehelp_window if @choice_window
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remake Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remake_window (width = $game_message.message_width, height = $game_message.message_height)
    return if width <= 32 || height <= 32
    self.width, self.height = width, height
    self.contents.dispose
    self.contents = Bitmap.new (width - 32, height - 32)
    create_back_sprite
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Fit Window to Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def fit_window_to_text
    all_lines = $game_message.texts.dup
    all_lines += $game_message.choices.dup if !$game_message.choice_window
    return if all_lines.size < 1
    @longest_line = 0
    con_hght = [$game_message.max_lines, all_lines.size].min
    $game_message.message_height = 32 + (con_hght*@wlh)
    $game_message.max_lines = con_hght
    # Get Width of longest line
    dummy_formatter = P_Formatter_ATS.new 
    all_lines.each { |line|
      c_line = $game_message.convert_special_characters (line.dup)
      ls, lc, j = dummy_formatter.format_by_line (c_line, 5000)
      @longest_line = [@longest_line, (5000 - ls * (lc - 1))].max
      if @longest_line > (Graphics.width - 32)
        @longest_line = Graphics.width - 32 
        break
      end
    }
    dummy_formatter.dispose
    $game_message.message_width = 32 + @longest_line
    $game_message.choice_on_line = false if $game_message.message_width + $game_message.choice_width > Graphics.width
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_position (x = $game_message.message_x, y = $game_message.message_y)
    if $game_message.character >= 0
      position_to_character ($game_message.character, $game_message.char_ref)
      self.x = $game_message.message_x
      self.y = $game_message.message_y
    else
      # Set the y position, either directly or by default
      if y == -1
        do_not_obscure_characters if $game_message.do_not_obscure
        self.y = ((Graphics.height - $game_message.message_height) / 2)*@position
      else
        self.y = y
      end
      if self.y < @gold_window.height
        @gold_window.y = Graphics.height - @gold_window.height
      else
        @gold_window.y = 0
      end
      # Set the x position
      if x == -1 # Centre by default
        self.x = (Graphics.width - $game_message.message_width) / 2
      else
        self.x = x
      end
    end
    set_face_position
    set_name_position
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Position To Character
  #    character_id : the character around which the message window is to go
  #    type : Over, Below, Left or Right of character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def position_to_character (character_id, type)
    whatever_fits = (type == 4)
    type = 0 if whatever_fits # Above if fits, else Under
    character = character_id == 0 ? $game_player : $game_map.events[character_id]
    # Do not change position if character does not exist
    return if character == nil
    # Do not change position if the character is not on screen.
    return unless character.screen_x.between? (0, Graphics.width) && character.screen_y.between? (0, Graphics.height)
    # Get the size of the character
    bmp = Cache.character (character.character_name).clone
    if character.character_name[/^.?\$/] == nil
      c_wdth, c_hght = bmp.width / 12, bmp.height / 8 
    else
      c_wdth, c_hght = bmp.width / 3, bmp.height / 4
    end
    bmp.dispose
    # Centre X or Y depending on position
    if type % 2 == 0
      # Centre X
      x = [character.screen_x - (self.width / 2) , 0].max
      x = (x + self.width <= Graphics.width) ? x : Graphics.width - self.width
    else
      # Centre Y
      y = [character.screen_y - ((self.height + c_hght) / 2), 0].max
      y = (y + self.height <= Graphics.height) ? y : Graphics.height - self.height
    end
    case type
    when 0 # Over
      if whatever_fits && character.screen_y - c_hght - self.height < 0
        position_to_character (character_id, 2)
        return
      end
      y = [character.screen_y - c_hght - self.height, 0].max
    when 1 # Left
      x = [character.screen_x - (c_wdth / 2) - self.width, 0].max
    when 2 # Below
      y = [character.screen_y, Graphics.height - self.height].min 
    when 3 # Right
      x = [character.screen_x + (c_wdth / 2), Graphics.width - self.width].min
    end
    $game_message.message_x = x
    $game_message.message_y = y
    if character_id >= 0 && $game_message.speech_tag_index >= 0
      set_speech_sprite_position (character.screen_x, character.screen_y, c_wdth, c_hght, type)
      position_to_character (character_id, 2) if whatever_fits && !@speechtag_sprite.visible
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Do Not Obstruct Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def do_not_obscure_characters
    obscured = [0, 0, 0]
    positions = [2, 0, 1]
    positions.delete (@position)
    positions.unshift (@position)
    positions.each { |pos|
      y = ((Graphics.height - $game_message.message_height) / 2)*pos
      range = y..(y + self.height)
      $game_message.obscure_characters.each { |id|
        char = id == 0 ? $game_player : $game_map.events[id]
        next if char.nil?
        range2 = (char.screen_y - $game_message.obscure_buffer)..char.screen_y
        obscured[pos] += 1 if range === range2.first || range2 === range.first
      }
      if obscured[pos] == 0
        @position = pos
        return
      end
    }
    @position = obscured.index (obscured.min)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Speech Sprite Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_speech_sprite_position (c_x, c_y, c_w, c_h, char_ref)
    @speechtag_sprite.opacity = $game_message.message_opacity
    @speechtag_sprite.set_direction (char_ref)
    @speechtag_sprite.x = c_x - (@speechtag_sprite.width / 2)
    if char_ref == 0 
      return if $game_message.message_y < @speechtag_sprite.height - 16
      @speechtag_sprite.y = c_y - c_h - @speechtag_sprite.height
      $game_message.message_y -= (@speechtag_sprite.height - 16)
      @speechtag_sprite.visible = true
    elsif char_ref == 2
      return if $game_message.message_y + (@speechtag_sprite.height - 16) > Graphics.height
      @speechtag_sprite.y = c_y
      $game_message.message_y += @speechtag_sprite.height - 16
      @speechtag_sprite.visible = true
    else
      @speechtag_sprite.visible = false
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Face Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_face_position (x = $game_message.face_x, y = $game_message.face_y)
    return if @face_window.nil? || @face_window.disposed?
    # Determine Goal X
    if x == -1
      if $game_message.face_side
        x = (self.x + 16 - $game_message.face_border_size) + $game_message.face_offset_x
      else
        x = (self.x + self.width - @face_window.width - 16 + $game_message.face_border_size) - $game_message.face_offset_x
      end
    end
    if y == -1
      if @face_window.height < self.height
        y = self.y + ((self.height - @face_window.height) / 2) # Centre
      else
        y = (self.y + self.height) - @face_window.height
      end
      y = self.y if y < 0 # Align to top of window if out of bounds
      y += $game_message.face_offset_y
    end
    # Set up Horizontal Scroll
    if $game_message.face_scroll_x
      left = x + @face_window.width
      right = Graphics.width - x
      if left < right
        @face_window.x = -1*@face_window.width
        @face_window.scroll_x = left
        @face_window.scroll_x_speed = left / $game_message.face_scroll_speed
      else
        @face_window.x = Graphics.width
        @face_window.scroll_x = -1*right
        @face_window.scroll_x_speed = right / $game_message.face_scroll_speed
      end
    else
      @face_window.x = x
    end
    # Set up Vertical Scroll
    if $game_message.face_scroll_y
      up = y + @face_window.height
      down = Graphics.height - y
      if up < down
        @face_window.y = -1*@face_window.height
        @face_window.scroll_y = up
        @face_window.scroll_y_speed = up / $game_message.face_scroll_speed
      else
        @face_window.y = Graphics.height
        @face_window.scroll_y = -1*down
        @face_window.scroll_y_speed = down / $game_message.face_scroll_speed
      end
    else
      @face_window.y = y
    end
    # If there is overlap and meant to fit to text_size
    if $game_message.fit_window_to_text && @longest_line > 0
      con_x, con_w = contents_width (-1)
      $game_message.message_width = @longest_line + contents.width + 32 - con_w
      remake_window
      if self.x + self.width > Graphics.width
        diff = self.x - (Graphics.width - self.width) 
        self.x -= diff
        @face_window.x -= diff
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Name Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_name_position (x = $game_message.name_x, y = $game_message.name_y)
    return if @name_window.nil? || @name_window.disposed?
    # Set NameBox coordinates
    if y == -1
      y = self.y - @name_window.height + $game_message.name_offset_y
      y = self.y + self.height - $game_message.name_offset_y if y < 0
    end
    if x == -1
      if $game_message.face_side
        x = self.x + $game_message.name_offset_x
      else
        x = self.x + self.width - @name_window.width - $game_message.name_offset_x
      end
      # If face is showing
      if @face_window.busy
      # If overlap with face
        if ((@face_window.goal_y + $game_message.face_border_size + 1).between? (y, y + @name_window.height) ||
          y.between? (@face_window.goal_y + $game_message.face_border_size + 1, @face_window.goal_y + @face_window.height)) && 
          (x.between? (@face_window.goal_x + $game_message.face_border_size, @face_window.goal_x + @face_window.width) ||
          @face_window.goal_x.between? (x, x + @name_window.width))
          if $game_message.face_side
            x = @face_window.goal_x + @face_window.width
          else
            x = @face_window.goal_x - @name_window.width
          end
        end
      end
    end
    @name_window.x = x
    @name_window.y = y
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Choice Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_choice_position (x = $game_message.choice_x, y = $game_message.choice_y)
    return if @choice_window.nil? || @choice_window.disposed?
    if y == -1
      if self.openness == 0
        y = (Graphics.height - @choice_window.height) / 2
      else
        y = self.y - @choice_window.height + $game_message.choice_offset_y
        y = self.y + self.height - $game_message.choice_offset_y if y < 0
      end
    end
    if x == -1
      choice_side = $game_message.choice_opposite_face ? !$game_message.face_side : $game_message.face_side
      if self.openness == 0
        x = (Graphics.width - @choice_window.width) / 2
      elsif choice_side
        x = self.x - $game_message.choice_offset_x
      else
        x = self.x + self.width - @choice_window.width + $game_message.choice_offset_x
      end
    end
    @choice_window.x = x
    @choice_window.y = y
    @choice_window.y = self.y if $game_message.choice_on_line
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose Windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose_ats_windows
    ats_windows = [@name_window, @word_window, @choice_window, @choicehelp_window]
    ats_windows.each { |window| window.dispose unless window.nil? || window.disposed? }
    @name_window = nil
    @word_window = nil
    @choice_window = nil
    @choicehelp_window = nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Show Fast
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mrnagb_atsys3_updshfst_6yv3 update_show_fast
  def update_show_fast (*args)
    real_count = @wait_count
    @wait_count = 2 if $game_message.skip_disabled
    mrnagb_atsys3_updshfst_6yv3 (*args) # Run Original Method
    @wait_count = real_count
    @face_window.update
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_message
    loop do
      if @scrolling > 0
        speed = [$game_message.scroll_speed, @scrolling].min
        @scrolling -= speed
        self.oy += speed
        if @scrolling <= 0 && self.contents.height < self.oy + self.height - 32
          bmp = self.contents
          # Max # of lines before cutting top out approx. 200
          if self.contents.width * (self.oy + self.height - 32) < 2500000
            self.contents = Bitmap.new (self.contents.width, self.oy + self.height - 32)
            self.contents.font = bmp.font.dup
            src_rect = bmp.rect
          else
            src_rect = Rect.new (0, @wlh, bmp.rect.width, bmp.rect.height - @wlh)
          end
          self.contents.blt (0, 0, bmp, src_rect)
          bmp.dispose if src_rect.y != 0
        end
        break
      end
      c = @text.slice!(/./m)            # Get next text character
      # If no text left
      if c.nil? 
        if @choice_sizes
          @choice_sizes[-1].push (@line_count - @choice_sizes[-1][0])
        end
        if $game_message.choices.empty?
          $game_message.choice_start = @choice_sizes[0][0] if @choice_sizes
          finish_message                  # Finish update
          break
        else
          if @choice_sizes.nil?
            $game_message.scroll_by_page = false
            if $game_message.choice_window
              create_choicebox
              finish_message
              return
            end
            if !$game_message.scrolling 
              if $game_message.max_lines < @line_count + $game_message.choices.size
                self.pause = true
                $game_message.choice_start = 0
                @text = "\x1d"
              end
              $game_message.scrolling = true
              return
            end
            @choice_sizes = []
          end
          @text = "#{$game_message.choices.shift}\x00"
          # New line stuff
          format_line
          @choice_sizes.push ([@line_count])
          c = @text.slice!(/./m)            # Get next text character
        end
      end
      draw_message_character (c)
      break unless @show_fast || @line_show_fast || $game_message.message_speed < 0
      break if self.pause 
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Letter SE
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_letter_se
    return if !$game_message.letter_sound || @show_fast || @line_show_fast || 
      $game_message.message_speed < 0
    # Randomize Pitch
    rp = $game_message.random_pitch
    $game_message.letter_se.pitch = rp.first + rand(rp.last - rp.first) unless rp.first == rp.last
    # Update Sound
    $game_message.play_se ($game_message.letter_se) if @letter_se_count == 0
    @letter_se_count = (@letter_se_count + 1) % $game_message.letters_per_se
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update cursor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_cursor
    return if @choice_window
    if @index >= 0
      @choicehelp_window.set_text (@index) if @choicehelp_window
      return if @index == @last_index
      if $game_message.skip_choices.include? (@index)
        mod = @last_index < @index ? 1 : -1
        @index = (@index + mod) % $game_message.choice_max
        return
      end
      row = @choice_sizes[@index][0]
      hght = @choice_sizes[@index][1]*@wlh
      y = (row) * @wlh
      x, con_width = contents_width (self.contents.height > self.height - 32 ? -1 : y)
      # Scroll up if before the currently displayed
      self.top_row = row if row < top_row
      row += @choice_sizes[@index][1] - 1
      # Scroll down if after the currently displayed
      self.bottom_row = row if row > bottom_row
      self.cursor_rect.set(x, y - self.oy, con_width, hght)
      @last_index = @index
    else
      self.cursor_rect.empty
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_atxs3_msgstrt_8ik3 start_message
  def start_message (*args)
    @starting = true
    @wlh = $game_message.wlh
    @align = 0
    @max_oy = 0
    @line_x = 0
    @underline = $game_message.underline
    @highlight = $game_message.highlight
    malg_atxs3_msgstrt_8ik3 (*args)
    @text.gsub! (/([^\s])\s*\x00/) { "#{$1} " } if $game_message.paragraph_format
    # Remove x00 from middle of wb and nb boxes
    @text.gsub! (/[\x19\x1a]{.*?}/) { |match| match.gsub (/\x00/) { "" } }
    @text.gsub! (/\x16/) { "\x00" }
    format_line
    self.windowskin = Cache.system ($game_message.message_windowskin).dup
    self.windowskin.clear_rect (80, 16, 32, 32) unless $game_message.scroll_show_arrows
    self.contents.font.name = $game_message.message_fontname
    self.contents.font.size = $game_message.message_fontsize
    @p_formatter.bitmap.font = self.contents.font.dup
    $game_message.play_se ($game_message.start_se) if $game_message.start_sound
    @starting = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Page
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malba_advts3_nwpge_7uj2 new_page
  def new_page (*args)
    if !$game_message.do_not_start || !@starting
      if @text.sub! (/\A\x17<(\d+)>/, "") != nil
        actor = $game_actors[$1.to_i]
        if !actor.nil?
          $game_message.face_name = actor.face_name
          $game_message.face_index = actor.face_index
        end
      end
      @face_window.clear if !@face_window.nil? && !@face_window.disposed?
      malba_advts3_nwpge_7uj2 (*args) # Run Original Method
      self.contents.font.color = text_color ($game_message.message_fontcolour)
      self.contents.font.color.alpha = $game_message.message_fontalpha if $game_message.message_fontalpha != 255
      self.oy = 0
    elsif (@line_count - (self.oy / @wlh)) >= $game_message.max_lines
      # If scrolling
      start_scroll_message if $game_message.scrolling
    end
    @contents_x, @contents_width = contents_width
    @line_x = @contents_x
    unless @starting
      @text.sub! ("\x00", " ") if @text && $game_message.paragraph_format && !(@p_formatter && @p_formatter.force_break)
      format_line
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Line
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_nl_scroll_0ol2 new_line
  def new_line (*args)
    modalg_ats3_nl_scroll_0ol2 (*args)
    @contents_y = @line_count*@wlh
    @contents_x, @contents_width = contents_width (@contents_y)
    @line_x = @contents_x
    format_line
    # If Reached end of page
    if (@line_count - (self.oy / @wlh)) >= $game_message.max_lines
      # Do not pause if message is over
      return if @text == "" && ($game_message.choices.empty? || $game_message.choice_window)
      # If scrolling
      if $game_message.scrolling
        start_scroll_message
      else
        self.pause = true
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Format Line
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def format_line
    if $game_message.paragraph_format
      @ls, dc, justify = @p_formatter.format_by_line (@text, @contents_width)
    else
      @ls = 0
    end
    set_alignment (@align) if @align != 0
    @ls = 0 if @ls > 0 && (!justify || @align != 0)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Special Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def convert_special_characters
    $game_message.convert_special_characters (@text)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Window Background and Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset_window
    @background = $game_message.background
    @position = $game_message.position
    $game_message.choice_on_line = false if $game_message.choice_width < 32
    fit_window_to_text if $game_message.fit_window_to_text
    if $game_message.choice_window && $game_message.choice_on_line
      $game_message.message_width = [$game_message.message_width, Graphics.width - $game_message.choice_width].min
      total_width = $game_message.message_width + $game_message.choice_width
      if $game_message.message_x == -1
        $game_message.message_x = (Graphics.width - total_width) / 2 
      elsif $game_message.message_x + total_width > Graphics.width
        $game_message.message_x = Graphics.width - total_width
      end 
      choice_side = $game_message.choice_opposite_face ? !$game_message.face_side : $game_message.face_side
      if choice_side 
        $game_message.choice_x = $game_message.message_x
        $game_message.message_x += $game_message.choice_width
      else
        $game_message.choice_x = $game_message.message_x + $game_message.message_width
      end
      $game_message.choice_height = $game_message.message_height
    end
    remake_window unless $game_message.do_not_start
    # Set opacity
    self.opacity = @background == 0 ? $game_message.message_opacity : 0
    self.back_opacity = $game_message.message_backopacity
    # Remake speech bubble if different
    @speechtag_sprite.reset_graphic
    @speechtag_sprite.z = self.z + 1
    if @text.include? ("\x1c")
      @text = "" 
      self.openness = 0 unless $game_message.do_not_refresh
    end
    set_position
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Finish Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malbra_ats3_fnmsg_7uj2 finish_message
  def finish_message (*args)
    @face_window.pause
    $game_message.play_se ($game_message.finish_se) if $game_message.finish_sound
    malbra_ats3_fnmsg_7uj2 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modrn_ats3_strtchc_5sf2 start_choice
  def start_choice (*args)
    modrn_ats3_strtchc_5sf2 (*args)
    $game_message.move_when_visible = false
    if @choice_window
      self.index = -1 
      @choice_window.index = 0
    end
    create_choicehelp if !$game_message.help_choices.empty?
    @max_oy = [(@line_count - $game_message.max_lines)*@wlh, 0].max
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Number Input
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgr_advts3_strtnuminp_8qw2 start_number_input
  def start_number_input (*args)
    malgr_advts3_strtnuminp_8qw2 (*args) # Run Original Method
    if $game_message.scrolling
      self.oy += @wlh if @line_count >= $game_message.max_lines
      @number_input_window.y -= self.oy
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Scroll Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start_scroll_message
    scroll_plus = @wlh
    scroll_plus *= $game_message.max_lines if $game_message.scroll_by_page
    @scrolling += scroll_plus
    @show_fast = false
    if $game_message.scroll_autopause && !@text.nil? && !@text.empty?
      self.pause = true 
      $game_message.play_se ($game_message.pause_se) if $game_message.pause_sound
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * End Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modal_atsv3_trmmsg_8yx4 terminate_message
  def terminate_message (*args)
    if !$game_message.do_not_refresh
      if !@face_window.nil? && !@face_window.disposed?
        if self.is_a? (Window_BattleMessage)
          @face_window.visible = false 
          @face_window.clear
          create_contents if contents.height > height - 32
          self.oy = 0
        end
      end
      dispose_ats_windows
    else
      @choice_window.dispose if @choice_window && !@choice_window.disposed?
      @choicehelp_window.dispose if @choicehelp_window && !@choicehelp_window.disposed?
      @choice_window = nil
      @choicehelp_window = nil
    end
    $game_message.play_se ($game_message.terminate_se) if $game_message.terminate_sound
    modal_atsv3_trmmsg_8yx4 (*args) # Run Original Method
    @last_index = -1
    @choice_sizes = nil
    @speechtag_sprite.visible = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Contents Width
  #    y : the line to check it on
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def contents_width (y = 0)
    # If can scroll, make sure no overlap over whole range. Get the ranges
    if y < 0 || ($game_message.scrolling && $game_message.texts.size > $game_message.max_lines)
      m_range = (self.y + 16)..(self.y + 16 + ($game_message.max_lines*@wlh))
    else
      screen_y = self.y + 16 + y - self.oy
      m_range = screen_y..screen_y + @wlh
    end
    return 0, contents.width if @face_window.z < self.z
    f_range = @face_window.goal_y..(@face_window.goal_y + @face_window.height)
    # If there is overlap with the face window
    if @face_window.busy && (m_range === f_range.first || f_range === m_range.first)
      left = @face_window.goal_x - (self.x + 20)
      right = self.x + self.width - 20 - (@face_window.goal_x + @face_window.width)
      if left >= right
        return 0, left
      else
        return @face_window.goal_x + @face_window.width - (self.x + 12), right
      end
    end
    return 0, contents.width # Start X, total width
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Face
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_face (face_file, face_index, *args)
    @face_window.set_face (face_file, face_index)
    set_face_position
    @face_window.z = self.z + $game_message.face_z
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Message Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_message_character (c)
    return if super (c)
    case c
    when "\x00"                       # New line
      new_line
    when "\x02"                       # \G    (gold display)
      @gold_window.refresh
      @gold_window.openness > 0 ? @gold_window.close : @gold_window.open
    when "\x03"                       # \W[x]     (Wait x frames)
      @text.sub!(/<(\d+)>/, "")
      @wait_count = $1.to_i
      @face_window.pause
      @show_fast, @line_show_fast = false, false
    when "\x04"                       # \!        (Wait for input)
      self.pause = true
      $game_message.play_se ($game_message.pause_se) if $game_message.pause_sound
      @show_fast, @line_show_fast = false, false
    when "\x05"                       # \/@  (Fast display ON)
      @text.sub!(/<([01])>/, "")
      @line_show_fast = (Game_ATS::ATS_2 && $1.to_i == 0) ? !@line_show_fast: $1.to_i == 0
    when "\x06"                       # \/@@  (Fast display OFF)
      @text.sub!(/<([01])>/, "")
      @show_fast = (Game_ATS::ATS_2 && $1.to_i == 0) ? !@show_fast : $1.to_i == 0
    when "\x07"                       # \^  (No wait for input)
      @pause_skip = true
    when "\x08"                       # Speed Change
      @text.sub!(/<(=?-?\d+)>/, "")
      s = $1.to_s
      s.sub! (/(=)/, "")
      if $1.nil?
        $game_message.message_speed = [$game_message.message_speed + s.to_i, -1].max
      else
        $game_message.message_speed = [s.to_i, -1].max
      end
    when "\x0b"                        # Show Animation
      # Extract Target and Graphic ID
      @text.sub! (/<(\d*),(\d*),([01])>/, "")
      return if self.is_a? (Window_BattleMessage)
      char = $1.to_i < 1 ? $game_player : $game_map.events[$1.to_i] # Target
      if char != nil
        $3.to_i == 0 ? char.animation_id = $2.to_i : char.balloon_id = $2.to_i
      end
    when "\x0c"                        # Position to Character
      @text.sub! (/<(\d+),([0-4])>/, "")
      return if self.is_a? (Window_BattleMessage)
      $game_message.character = $1.to_i
      $game_message.char_ref = $2.to_i
      set_position
      new_page
    when "\x17"                        # Use Actor Face
      @text.sub! (/<(\d+)>/, "")
      $game_message.face_name = $game_actors[$1.to_i].face_name
      $game_message.face_index = $game_actors[$1.to_i].face_index
      draw_face ($game_message.face_name, $game_message.face_index)
      set_name_position
    when "\x19"                       # Name Box
      @text.sub! (/{(.*?)}/, "")
      create_namebox ($1.to_s)
    when "\x1a"                       # Word Box
      @text.sub! (/{(.*?)}/, "")
      create_wordbox ($1.to_s)
    when "\x1b"                        # Play SE
      @text.sub! (/<(.+?),([MS]E)>/, "")
      $game_message.play_se ((RPG.const_get ($2.to_s)).new ($1.to_s))
    when "\x1d"                        # New Page
      create_contents
      new_page
    when "\x1f"                        # Position setting
      @text.sub! (/<([012]),(-?\d+),(-?\d+)>/, "" )
      return if self.is_a? (Window_BattleMessage)
      case $1.to_i
      when 0 then set_position ($2.to_i, $3.to_i)
      when 1 then set_face_position ($2.to_i, $3.to_i)
      when 2 then set_name_position ($2.to_i, $3.to_i)
      end
      new_page unless $1.to_i == 2
    when "\x7f"                        # Evaluate Code
      @text.sub! (/\{(.+?)#\}/, "")
      eval ($1.to_s)
    when "\xb0"                        # Enable/Disable Skipping
      @text.sub!(/<([01])>/, "")
      $game_message.skip_disabled = (Game_ATS::ATS_2 && $1.to_i == 0) ? !$game_message.skip_disabled : $1.to_i == 0
      @show_fast, @line_show_fast = false, false
    when "\xb1"                        # Set Contents X
      start_x, throwaway = contents_width (@contents_y)
      @contents_x += start_x
    else                               # Normal text character
      draw_regular_character (c)
      @wait_count += $game_message.message_speed if !@show_fast && 
        !@line_show_fast && $game_message.message_speed > 0
      update_letter_se
      @face_window.animate_face
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Alignment
  #    align : The alignment ( 1 => Centre, 2 => Right )
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_alignment (align = 1)
    # Get rest of line
    formatter = P_Formatter_ATS.new (self.contents.font.dup)
    txt = @text[/.*?\x00/]
    txt = "" if txt.nil?
    ls, lc, j = formatter.format_by_line (txt, @line_x + @contents_width - @contents_x)
    formatter.dispose
    es = ls * (lc - 1)
    @contents_x += (es / 2)*align
    @ls = 0 if align > 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Input Pause
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def input_pause (*args)
    # Allow to review message before inputting
    if $game_message.scroll_review
      if @review_scroll != 0
        scroll_plus = @review_scroll > 0 ? [@review_scroll, $game_message.scroll_speed].min : 
          [@review_scroll, -1*$game_message.scroll_speed].max
        self.oy += scroll_plus
        self.oy = [[self.oy, 0].max, @max_oy].min
        @review_scroll -= scroll_plus
      end
      if Input.press? (Input::UP)
        @review_scroll -= $game_message.scroll_speed
      elsif Input.press? (Input::DOWN)
        @review_scroll += $game_message.scroll_speed
      end
    end
    # Original Method
    if Input.trigger?(Input::B) or Input.trigger?(Input::C)
      self.oy = @max_oy
      self.pause = false
      if @text != nil and not @text.empty?
        new_page if !$game_message.scrolling && @line_count >= $game_message.max_lines
      else
        terminate_message
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice Input
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modab_ats3_inptchc_7yh2 input_choice
  def input_choice (*args)
    if Input.trigger?(Input::C)
      indx = @choice_window ? @choice_window.index : self.index
      if $game_message.disabled_choices.include? (indx)
        Sound.play_buzzer
      else
        Sound.play_decision
        $game_message.choice_proc.call(indx)
        terminate_message
      end
      return
    end
    modab_ats3_inptchc_7yh2 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Pause=
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malabra_ats3_setpause_8uj2 pause= unless self.method_defined? (:malabra_ats3_setpause_8uj2)
  def pause= (boolean)
    malabra_ats3_setpause_8uj2 (boolean)
    if boolean
      @max_oy = self.oy
      @face_window.pause
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Z=
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def z= (*args)
    diff = -1*self.z
    super (*args)
    diff += self.z
    ats_gfx = [@face_window, @name_window, @word_window, @speechtag_sprite, 
      @back_sprite, @choice_window, @choicehelp_window]
    ats_gfx.each { |gfx| gfx.z += diff unless gfx.nil? }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Visible =
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def visible= (boolean)
    super (boolean)
    @face_window.clear if @face_window && !@face_window.disposed? && !boolean
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Close
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def close (*args)
    super (*args)
    if !@face_window.nil? && !@face_window.disposed?
      @face_window.clear
      @face_window.close
    end
    @name_window.close if @name_window && !@name_window.disposed?
  end
end

#==============================================================================
# ** Window_BattleMessage
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - initialize
#    overwritten method - draw_line
#==============================================================================

class Window_BattleMessage
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modrna_ynfl_melatscomp_5yh2 initialize
  def initialize (*args) # Yanfly Melody compatibility measure
    modrna_ynfl_melatscomp_5yh2 (*args)
    @anti_update = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Line
  #    index : the line to draw on
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_line(index)
    return if !@text.nil?
    rect = Rect.new(0, 0, 0, 0)
    rect.x += 4
    rect.y += index * @wlh
    rect.width = contents.width - 8
    rect.height = @wlh
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    @wlh = $game_message.battle_wlh
    @text = @lines[index].dup
    convert_special_characters
    @contents_x = rect.x
    @contents_y = rect.y
    loop do
      c = @text.slice!(/./m)            # Get next text character
      # Stop when text finished
      break if c.nil?     
      draw_message_character (c)
    end
    @text = nil
  end
end

#==============================================================================
# ** Scene_Title
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#      aliased method - create_game_objects
#==============================================================================

class Scene_Title
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Game Objects
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_gm_obj_create create_game_objects
  def create_game_objects (*args)
    # Create the object which holds default values for message
    $game_ats = $ats_default = Game_ATS.new
    # Run original method
    modalg_ats3_gm_obj_create (*args)
  end
end

#==============================================================================
# ** Scene_File
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#      aliased methods - write_save_data; read_save_data
#==============================================================================

class Scene_File
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Write Save Data
  #       file : the file being written to
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_write_save write_save_data
  def write_save_data (file, *args)
    # Run Original Method
    modalg_ats3_write_save (file, *args)
    Marshal.dump($game_ats,         file)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Read Save Data
  #       file : the file being read from
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_read_save_data read_save_data
  def read_save_data (file, *args)
    # Run Original Method
    modalg_ats3_read_save_data (file, *args)
    begin
      $game_ats = $ats_default = Marshal.load (file) 
    rescue # Initialize if old save
      $game_ats = $ats_default = Game_ATS.new
      $game_message.clear
    end
  end
end
 

N0Hentai401

Newbie
Aug 7, 2017
43
191
Sure, ATS 3 of modern algebra
Code:
#==============================================================================
#    Advanced Text System
#    Version: 3.0c
#    Author: modern algebra (rmrk.net)
#    Date: September 7, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Thanks:
#    *Zeriab* for his tutorial on RegExp, but most of all for being my mentor
#      and friend. Without him, this script, and all my other scripts, will
#      never have been made.
#  For ideas on improving this script through bug reports or suggestions:
#    Arrow-1, Irock, Stonewall, PhantomH, Seasons in the Abyss, Aindra, Arion,
#    Okogawa, Megatronx, Charbel, Adrien., dricc, Raukue, EricDahRed, redyugi,
#    HeartofShadow, Woratana, tsy0302, Kayo, deadnub.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This scripts adds a whole bunch of features to message boxes, making them
#   much prettier and with a lot more functionality than the default. What and
#   how to use each feature will be exhaustively detailed in the instructions,
#   but for now I will just give a list of a few of the staple features:
#
#      ~Appended Text~
#    A staple feature of ATS, this will combine the messages of subsequent text
#   events (that share properties). It is useful particularly when combined
#   with text scrolling.
#
#      ~Text Scrolling~
#    This feature allows longer text messages to scroll upwards, so that for
#   longer messages, the contents of the window will scroll upwards when it
#   reaches the bottom, allowing the player to read what has come before and
#   ignore the annoying new page requirements. This feature has been beefed up
#   in ATS 3.0, with the scroll now being much smoother and the speed user-
#   definable, in addition to the new feature of Scroll Review, which, once the
#   message is finished, allows the player to scroll upwards to see any text he
#   or she might have missed. Moreover, you can also scroll by page instead.
#
#      ~Paragraph Format~
#    Always a staple feature in the ATS, turning this feature on allows you to
#   avoid the hassle that comes with making the text fit within the window by
#   analyzing the exact length with reference to the grey arrows. Now you can
#   type freely and know that nothing will get cut off. This feature takes on
#   additional importance in ATS 3.0 with the addition of a special message
#   codes like \S[] and \S![], more on which will be discussed later. As
#   always, you can still manually define line breaks with the \LB code. As in
#   previous versions, you can also justify text, meaning that the letters will
#   be spaced out so as to exactly cover the width of the message box. Unlike
#   previous versions, this paragraph formatter is integrated with the ATS in
#   order to better accomodate text features and therefore does not require a
#   separate Paragraph Formatter script to work.
#
#      ~Advanced Choices~
#    Another staple feature of the ATS, you have been able to append choices
#   from subsequent choice branches and show them all in a separate window.
#   This feature has been vastly expanded on in ATS 3.0. In earlier versions,
#   many of the features respecting advanced choices, such as appending them
#   and tying choices to switches, were available only if using the choice
#   window. In ATS 3.0, these features have been included in the traditional
#   in-message window. Don't want to use the choice window but do want to
#   exclude some choices unless a particular switch is ON? You can do that now.
#   In addition to all of the old features, there are quite a few new ones that
#   will make your choices more dynamic. One is the ability to make an the
#   cursor pass over an option. This means it is a perfect way to include 
#   headings or blank spaces in your choice box. Another new feature are the
#   disable codes which allow you to make a choice unselectable, so when the
#   player tries to select it the buzzer sound is played and nothing happens.
#   Further, there is an external message property that can be set which you
#   can use to automatically add certain properties to modify the choice text
#   if it is disabled, such as a command to reduce the opacity of it. In
#   addition, you can automatically modify all choice texts at once - want to
#   add a larger indent or make all choices blue - you can do that. Finally,
#   another unique feature of ATS choices is the \+{} code. Placed in a comment
#   directly below a when branch of a choice branch, this allows you to add
#   whatever text you want to that choice, effectively ignoring the limitations
#   on choice message size. This means you can make your choices sentences
#   instead of simple yes or nos. In addition to this, another new feature of
#   ATS 3.0 choices is that choice messages can be longer than one line and
#   that is recognized both in the choicebox and the new and improved default
#   choice scheme. The last new feature added to choices in ATS 3.0 is the
#   ability to set a help window for it. This means it will set a window whose
#   contents will change depending on which choice the player is hovering over.
#
#      ~Advanced Faces~
#    From the very start, animated faces have been a part of the ATS. This
#   feature allows you to have the faces animate for every few letters drawn -
#   perfect to make it look like the face is talking. However, this is not all
#   the special features you gain with faces. As always, you can also use much
#   larger or smaller faces, mirror them, set them to the right side of the
#   text box, or move them anywhere you like, change the opacity, or surround
#   it with a window. New in ATS 3.0, you can now define the exact size of the
#   border of the window if using it, or you can use another sprite for it
#   (just like the dim background of the Message Window). Also new in ATS 3.0,
#   you can scroll the face in when it first appears either horizontally or
#   vertically, or fade it in. You can also choose to make the face appear over
#   or under the message window, and change the blend type.
#
#      ~Letter Control~
#    This has always been a feature of the ATS and it allows you to control the
#   speed that text is drawn, as well as putting in pauses at will. It also
#   allows you to specify a sound, and you can even have it vary the pitch with
#   every letter so that it mimics the sound of a voice. New in ATS 3.0, you
#   can control the speed text is drawn not only through the \> and \< codes,
#   but more directly via the \S[] command, where you can either set it to add
#   or subtract a number from the current speed, or you can set it directly.
#   See the section on this code in Special Message Codes for details.
#
#      ~Advanced Message Window~
#    There are also a number of special features related to the appearance and
#   position of the message window. Most of these should be familiar to users
#   of ATS 2.0. You can manually control the size and exact position of the
#   text box, or you can set it to automatic. Further, you can use the
#   :fit_window_to_text property to set the width of the window to be only as
#   long as it needs to be to accomodate the longest line. As always, you can
#   set what windowskin to use, the font, how much space for each line, and the
#   dim background. New features include the :do_not_obscure property, which,
#   when using default positioning, will ensure that the characters specified
#   in the :obscure_characters array. This feature will be ignored if manually
#   setting position however. The only thing it does is, if you have the
#   position set to bottom, but that would cover the player and you include the
#   player in your obscure_characters array, then it would move the message box
#   to the top instead. As always, you can use \OC[], \UC[], \LC[], and \RC[]
#   to position the window in reference to a character. Something new is the
#   \E[] command, which will set it above the character, unless there is not
#   enough room, in which case it sets it below the character. Another new
#   feature is speech tags, which, when using \OC[], \UC[], or \E[] codes will
#   place a tag from the character speaking to the message window if this
#   feature is enabled.
#
#      ~Word Boxes~
#    New to ATS 3.0, this is a very simple feature that works akin to the Gold
#   or Name window. Basically, it allows you to set a one line message to
#   appear instantly. It can be used, for instance, if you want to show the
#   value of a variable in the corner while showing this message or choice.
#   Naturally, name boxes have also been retained from ATS 2.0
#
#      ~Graphic Novel Support~
#    New to ATS 3.0, this feature, when activated, allows the player to
#   completely hide and prevent from updating every message related window for
#   as long as the player holds a button you choose or, if you wish, it can be
#   a toggle rather than a press. It is useful if you have a game that relies
#   heavily on graphics and you want to give the player the opportunity to just
#   look at the background, like in many graphic novel games.
#
#      ~Move While Showing~
#    Also new to ATS 3.0, this is a feature that, when activated, allows the
#   player to move around while a message is showing. However, when a choice
#   selection is active, this feature will be disabled.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script in its own slot in the Script Editor (F11) above Main
#   and below Materials. This script is not compatible with most other message
#   systems, so you may need to remove any other message systems. If you are
#   upgrading to this from ATS 2.0, you will need to also install the
#   conversion patch, located in this script's thread at RMRK.
#
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#      ~Special Message Codes~
#         These codes work in all ATS windows.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#     You will recognize many of these from previous versions of the ATS. A lot
#    are new though.
# \lb    - Line break. Go to next line.
# \v[x]  - Draw the value of the variable with ID x.
# \n[x]  - Draw the name of the actor with ID x.
# \c[x]  - Set the colour of the text being drawn to the xth colour of the
#         Windowskin palette. 0 is the normal color and 16 is the system color.
# \c[#RRGGBB] - Set the colour of the text being drawn to any colour, using
#         hexadecimal. You can set each colour (red, green, blue) to anything
#         from 0-255 (00-FF). You must use hexadecimal values.
# \p[x] OR \pid[x] - Draw the ID of the actor in the xth position in the party.
# \ni[x] - Draw the name of the item with ID x.
# \nw[x] - Draw the name of the weapon with ID x.
# \na[x] - Draw the name of the armor with ID x.
# \ns[x] - Draw the name of the skill with ID x.
# \nt[x] - Draw the name of the state with ID x.
# \nc[x] - Draw the name of the class with ID x.
# \ne[x] - Draw the name of the event with ID x on the current map.
# \nm[x] - Draw the name of the enemy with ID x.
# \nl[x] - Draw the name of the element with ID x.
# \nv[x] - Draw the name of the variable with ID x.
# \nsw[x] - Draw the name of the switch with ID x.
# \np[x] - Draw the name of the actor in the nth position in the party.
# \map   - Draw the name of the map the player is currently on.
# \map[x] - Draw the name of the map with ID x.
# \di[x] - Draw the description of the item with ID x.
# \dw[x] - Draw the description of the weapon with ID x.
# \da[x] - Draw the description of the armor with ID x.
# \ds[x] - Draw the description of the skill with ID x.
# \pi[x] - Draw the price of the item with ID x.
# \pw[x] - Draw the price of the weapon with ID x.
# \pa[x] - Draw the price of the armor with ID x.
# \i#[x] - Draw the number of the item with ID x that the party posesses.
# \w#[x] - Draw the number of the weapon with ID x that the party posesses.
# \a#[x] - Draw the number of the armor with ID x that the party posesses.
# \ac[x] - Draw the class of the actor with ID x.
# \i[x]  - Draw the icon with index x.
# \ii[x] - Draw the icon of the item with ID x.
# \wi[x] - Draw the icon of the weapon with ID x.
# \ai[x] - Draw the icon of the armor with ID x.
# \si[x] - Draw the icon of the skill with ID x.
# \ti[x] - Draw the icon of the state with ID x.
# \fn[fontname] - Change the font to fontname
# \fs[x] - Change the fontsize to x.
# \fa[x] - Change the alpha value (opacity) of the font to x.
# \b     - Turn bold on. Text drawn after this code will be bolded.
# /b     - Turn bold off.
# \i     - Turn italic on. Text drawn after this code will be italicized.
# /i     - Turn italic off.
# \s     - Turn shadow on. Text drawn after this code will have a shadow.
# /s     - Turn shadow off.
# \u     - Turn underline on. Text drawn after this code will be underlined.
# /u     - Turn underline off.
# \hl[x] - Turn highlight on. Text drawn after this code will be highlighted
#         with colour x from the windowskin palette
# /hl OR \hl[-1] - Turn highlight off.
# \l     - align the text to the left
# \r     - align the text to the right
# \c     - align the text to the centre.
# \t     - Tab. Draws the next character at the nearest pixel that is a
#         multiple of 32. Doesn't work well with the :justified_text property.
# \x[n]  - Sets the x position for drawing directly to n.
# \f[key] - Draw the value corresponding to that key in the FILTERS array. If
#          the key has quotation marks around it, you need to put "key"
# \s[x,text] - Will only draw text if the switch with ID x is ON.
# \s![x,text] - Will only draw text if the switch with ID x is OFF.
# \vocab[method] - Will draw whatever Vocab.method returns, if it is a valid
#          method call. Suitable values for method are: level, level_a, hp,
#          hp_a, mp, mp_a, atk, def, spi, agi, weapon, armor1, armor2, armor3,
#          armor4, weapon1, weapon2, attack, skill, guard, item, equip, status,
#          save, game_end, fight, escape, new_game, shutdown, to_title, gold,
#          continue, cancel
# \actor_method[x] - This will draw whatever actor.method returns for whoever
#          actor x. Some suitable values for method are: atk, def, spi, agi,
#          level, exp, name, hp, maxhp, mp, maxmp, & any other methods that
#          return values from Game_Actor.
# \i_method[x] - This will draw whatever item.method returns for the item with
#          ID x. Some suitable values for method are: name, description,
#          base_damage, variance, atk_f, spi_f, price, hp_recovery_rate,
#          hp_recovery, mp_recovery_rate, mp_recovery, parameter_points, note,
#          n, & any other methods that return values from RPG::Item. Also, note
#          will return all of the contents of the note field, whereas n will
#          only return notefield text located between a \msg[text]msg/ code.
# \w_method[x] - This will draw whatever weapon.method returns for the weapon
#          with ID x. Some suitable values for method are: name, description,
#          price, hit, atk, def, spi, agi, note, n, & any other methods that
#          return values from RPG::Weapon. Also, note will return all
#          of the contents of the note field, whereas n will only return 
#          notefield text located between a \msg[text]msg/ code.
# \a_method[x] - This will draw whatever armor.method returns for the armor
#          with ID x. Some suitable values for method are: name, description,
#          price, eva, atk, def, spi, agi, note, n, & any other methods that
#          return values from RPG::Armor. Also, note will return all
#          of the contents of the note field, whereas n will only return 
#          notefield text located between a \msg[text]msg/ code.
# \s_method[x] - This will draw whatever skill.method returns for the skill
#          with ID x. Some suitable values for method are: name, description,
#          base_damage, variance, atk_f, spi_f, hit, mp_cost, note, n, & any
#          other methods that return values from RPG::Weapon. Also, note will
#          return all of the contents of the note field, whereas n will only
#          return notefield text located between a \msg[text]msg/ code.
# \t_method[x] - This will draw whatever state.method returns for the state
#          with ID x. Some suitable values for method are: name, atk_rate,
#          def_rate, spi_rate, agi_rate, message1, message2, message3,
#          message4, note, n, & any other methods that return values from
#          RPG::State. Also, note will return all of the contents of the note
#          field, whereas n will only return notefield text located between a
#          \msg[text]msg/ code.
# \enemy_method[x] - This will draw whatever enemy.method returns for whoever
#          the enemy with ID x is. Some suitable values for method are: name,
#          atk, def, spi, agi, hit, eva, exp, gold, note, n, & any other
#          methods that return values from RPG::Enemy. Also, note will return
#          all of the contents of the note field, whereas n will only return
#          text located between a \msg[text]msg/ code.
# \#{code}# - This will evaluate code. So, if you know scipting, you can place
#          any code there and it will draw whatever is returned by it. For
#          instance: \#{$game_system.save_count}# would draw the number of
#          times the player has saved the current game.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#       ~Message Box specific codes~
#          These codes will only work in the Message Window.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# \g     - Shows a window with the party's gold. Closes if already open
# \nb[name] - Shows a name box with name displayed in the box
# /nb    - Closes the namebox
# \wb[word] - shows the word in its own window, similar to the gold window.
# /wb    - Closes a wordbox
# \.     - Wait 15 frames (1/4 second) before drawing the next letter.
# \|     - Wait 60 frames (1 second) before drawing the next letter.
# \w[x]  - Wait x frames before drawing the next letter.
# \!     - Pause. Make the message wait for player input before continuing.
# \^     - Skip the next pause without waiting for player input.
# \>     - Speed up the text drawing by reducing wait time between letters by
#         one frame.
# \<     - Slow down the text drawing by increasing wait time between letters by
#         one frame.
# \S[x]  - Change the speed the text draws by adding x to the current time
#         between drawing letters. Thus, \s[2] is the equivalent of \<\< and
#         \s[-3] is the equivalent of \>\>\>. You can also directly set the
#         speed by putting an equal sign, so \s[=0] would set the time to one
#         frame between drawing letters, and \s[=-1] would set it to instant.
# \@     - Turn on Show line fast - the line up to /@ will be shown instantly
# /@     - Turn off Show line fast.
# \@@    - Turn on Show message fast. This will show the entire message
#         instantly, at least until the next scroll or it hits a /@@
# /@@    - Turn off Show message fast.
# \%     - Disable Text Skip through user input
# \se[sound effect name] - Plays a sound effect
# \me[music effect name] - Plays a musical effect
# \ani[target_id,animation_id] - Shows animation_id on target_id. 0 => player,
#         other numbers indicate the ID of the event
# \bln[target_id,balloon_id] - Same as ani, but shows a balloon
# \af[x] - Show the face of the actor with ID x.
# \pb    - Page Break. Clear the contents and start drawing from the first line
# \oc[x] - positions the message box over a character. 0 => player; when >1, it
#         will show over the event with that ID on the map.
# \uc[x] - same as \oc, but places box under character
# \lc[x] - same as \oc, but places box to left of character
# \rc[x] - same as \oc, but places box to right of character
# \e[x]  - same as \oc, but if the box is too tall to comfortably fit, is moved
#         below the character instead.
# \mxy[x, y] - Set the position of the message window to x, y.
# \fxy[x, y] - Set the position of the face window to x, y.
# \nxy[x, y] - Set the position of the name window to x, y.
# \#!{code}# - This will evaluate code at the time the window reaches this code
#         when drawing. It does not put the result of the code into the message
#         but is instead intended to be evaluated. For instance: \#!{new_page}#
#         would perform the same function as \pb. You need to know syntax!
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#      ~Choice Branch Specific Codes~
#         These codes only work in choice branches.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# \skip  - Placing this in a choice text means that the player will not be able
#         to hover over or select this option, but will skip to the next one.
#         Perfect for making subheadings for your choices, or blank spaces.
# \soff[x] - A choice with this in it will only appear in the branch if the
#         switch with ID x is OFF.
# \son[x] - Same as soff[x], but it will only appear if switch x is ON.
# \d[x]  - A choice with this in it will be disabled (unselectable) if the
#         switch with ID x is OFF. It will still show up, and the player can
#         hover over it, but he or she will be prevented from selecting it.
# \d![x] - Same as \d[x], except it will be disabled if switch x is ON.
# \wb[text] - This code will create a help window. When the player hovers over
#         that choice, it will show text in the help window. This allows you to
#         explain the choice or make any content in the help window dependent
#         on which choice the player is on.
# \+{text} - This is actually a code you can put in a comment that is directly
#         below the when branch of a choice, and it will add text to the
#         choice. This effectively ignores the normal limitations on the size
#         of a message in a choice, allowing you to make longer texts for
#         choices.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#      ~Message Properties~
#    The following are properties of the message window that are set prior to
#   calling the message and govern many properties. You set the default values
#   to the constants of the same name in Game_ATS, starting at line 766. Those
#   will be the values that each game starts out with. You can then change them
#   on a message to message basis through either of the codes:
#      ats_next (:property, new_value)
#   or:
#      $game_message.property = new_value
#   However, it will reset to the default after the next message is processed.
#   If you want to change it on a permanent basis, you have to use either:
#      ats_all (:property, new_value)
#   or:
#      $game_ats.property = new_value
#      $game_message.property = new_value
#
#    All of the properties and what types of values are expected for each are
#   listed below. Note that if you use the ats_next or ats_all commands, you
#   have to retain the : in front of the name. If you use the $game_ats or
#   $game_message route then you don't use the :
#
#    You can reset $game_ats to the constants with: $game_ats.reset
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :max_lines - This is the maximum number of lines to show at a time before
#       either going to a new page or scrolling. Default: 4
# :message_speed - This is the number of frames to wait in between drawing
#       letters. -1 is instant. 0 is 1 frame. Default: 0
# :skip_disabled - Whether the player can speed text up by pressing ENTER.
# :append_text - Whether to include all text from subsequent text commands in
#       the next message. true => append; false => do not append. Default: true
# :append_choice - Whether to include all choices from subsequent choice
#       choice branches in the next choice selection. The cancel branch is
#       inherited from the last branch to not have cancel disabled.
#       true => append; false => do not append. Default: true
# :scrolling - Whether to scroll once :max_lines is exceeded or to pause and
#       start a new page. true => scroll; false => new page. Default: true
# :scroll_speed - If :scrolling is true, this is how many pixels it moves per
#       frame when scrolling text. Default: 2
# :scroll_show_arrows - If :scrolling is true, this determines whether or not
#       to show the arrows when the contents grow. true => show; false => do
#       not show. Default: true
# :scroll_autopause - If :scrolling is true, this determines whether or not to
#       insert a pause before it scrolls to the next line. Default: false
# :scroll_review - If :scrolling is true, this option is whether or not the
#       player has the option to review the message that has just finished by
#       pressing up and down. true => yes; false => no. Default: true
# :scroll_by_page - Whether to scroll by whole page or by line. Default: false
# :paragraph_format - When this is true, the manual line breaks are ignored and
#       it will draw as many characters as will fit on each line. You can still
#       force a line break with the \lb code though. Default: false
# :justified_text - If :paragraph_format is true, then this option will make
#       the spacing of a line exactly such that it takes up the entire width of
#       the message window. Default: false
# :letter_sound - When this is true, a sound will be played upon drawing
#       letters. Default: false
# :letter_se - If :letter_sound is true, this is the SE that is played. It is
#       set in the format ["filename", volume, pitch]. Default: ["Open1", 40]
# :letters_per_se - If :letter_sound is true, this is the frequency that the
#       SE is played. The SE will play every time this number of letters is
#       drawn. Default: 3
# :random_pitch - If :letter_sound is true, this is the range the pitch of the
#       SE will vary within. It can be used to mimic the pitch variations of
#       a human voice. It is a range in the format x..y. If x is equal to y,
#       then the pitch won't vary. If set to an integer, it will take that as
#       the variance from the regular pitch of the SE. Default: 100..100
# :speech_tag_index - This refers to which speech tag to use when showing a
#       message window above or below an event or player. -1 => no tag, while
#       anything greater refers to the graphic of the corresponding index in
#       :speech_tag_graphics. Default: -1
# :speech_tag_graphics - This is an array containing the names of all speech
#       tag graphics in the System folder of Graphics. Which one is used when
#       showing a message depends on the value of :speech_tag_index.
#       Default: ["Speech Tag 1", "Speech Tag 2", "Thought Tag 1"]
# :start_sound - If true, a sound will be played when a message starts.
#       Default: false
# :start_se - If :start_sound is true, this is the SE that is played. It is
#       set in the format ["filename", volume, pitch]. Default: ["Chime2"]
# :finish_sound - If true, a sound will be played when a message finishes.
#       Default: false
# :finish_se - If :finish_sound is true, this is the SE that is played. It is
#       set in the format ["filename", volume, pitch]. Default: ["Chime1"]
# :pause_sound - If true, a sound will be played when a message pauses.
#       Default: false
# :pause_se - If :pause_sound is true, this is the SE that is played. It is
#       set in the format ["filename", volume, pitch]. Default: ["Decision2"]
# :terminate_sound - If true, a sound will be played when a message closes.
#       Default: false
# :terminate_se - If :terminate_sound is true, this is the SE that is played. It is
#       set in the format ["filename", volume, pitch]. Default: ["Cancel"]
# :move_when_visible - When this is true, the player will still be able to move
#       when the message window is displaying text. It is recommended that you
#       turn scroll review off when using this feature though, as it looks
#       dumb. Also, whenever a choice starts, it takes precedence and the
#       player will not be able to move even if this is true. Default: false
# :graphic_novel - When this is true, it means the player can press the
#       :hide_button and everything relating to the message window becomes
#       invisible and stops updating until the player releases the button. It
#       is intended for use where a player might want to see the whole screen
#       and not have things hidden by the ATS windows. Default: false
# :hide_button - If :graphic_novel is true, this is the button that hides the
#       ATS windows when pressed. Default: Input::F5
# :gn_press_or_toggle - If :graphic_novel is true, this determines whether the
#       player has to hold down the :hide_button or whether it acts as a toggle.
#       true => press; false => toggle. Default: true
# :filters - This is a hash holding user-defined replacements for special
#       codes. This is the hash that is accessed when using the \f[x] message
#       code and is useful, for instance, if you have a character choose their
#       sex at the start of the game. Then you can set the filters to the
#       appropriate pronoun and use that and not have to have separate text
#       boxes just to differentiate between when people say he or her.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :message_x - This is the x coordinate of the message window. If it is set to
#       -1, then it will be centred. If not, it will be directly set to that
#       coordinate of the screen. Default: -1
# :message_y - This is the y coordinate of the message window. If it is set to
#       -1, then it will abide by the normal way of setting position through
#       the top, middle, bottom option in the text window. If it is not -1,
#       then it will be directly set to that coordinate. Default: -1
# :wlh - the line height of lines in the message window. Default: 24
# :battle_wlh - the line height of lines in the message window during battle.
#       This should always be 24 unless you have a good reason. Default: 24
# :do_not_obscure - When using default positioning, this will choose a
#       different position setting if the current one is over any of the
#       characters included in :obscure_characters
# :obscure_characters - If :do_not_obscure is true and the message is being set
#       using default positioning, then the message box will be choose override
#       the chosen position if the chosen position obscures one or more of the
#       characters in this array and another position would obscure less. The
#       player is identified by 0 and any number greater than that refers to
#       the event with that ID. When setting up the default, it is recommended
#       that you only include the player and set others only on a map by map
#       basis. Default: [0]
# :obscure_buffer - this is how much space from the bottom of the character you
#       want to avoid obscuring. It should be set to the height of the tallest
#       character you want to avoid obscuring. Default: 32
# :fit_window_to_text - If this is true, then the window will be made to be
#       just wide enough to contain the longest line and just tall enough to
#       contain either all the lines up to :max_lines. Default: false
# :message_width - This is how many pixels wide the message window is.
#       Default: 544
# :message_height - This is how many pixels tall the message window is.
#       Default: 128
# :message_opacity - This is the opacity of the window. Default: 255
# :message_backopacity - This is the opacity of the background of the
#       windowskin. Default: 200
# :message_windowskin - This is the windowskin that this window uses. It must
#       be a graphic located in the System folder. Default: "Window"
# :message_fontcolour - This is the default colour of the font that is used
#       everytime a new page is made. It can either refer to the windowskin
#       palette (0-31) or be [red, green, blue] array. Default: 0
# :message_fontname - This is the default font of the window. It can either
#       refer to a single font or to a prioritized array of fonts, where the
#       first one is used unless that font is not installed, and so on.
#       Default: ["Verdana", "Arial", "Courier New"]
# :message_fontsize - This is the default size of the font. Default: 20
# :message_fontalpha - This is the default opacity of the text. Default: 255
# :message_dim - The graphic to use when selecting the "Dim" option.
#       Default: "MessageBack"
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :face_x - The x coordinate of the face box. If set to -1, the x-coordinate
#       will be automatically positioned. If not, it will be directly set to
#       this value. Default: -1
# :face_y - The y coordinate of the face box. If set to -1, the y-coordinate
#       will be automatically positioned. If not, it will be directly set to
#       this value. Default: -1
# :face_z - If this is >0, it will show up above the message window. If less
#       than 0, it will show up below the message window. Default: 10
# :face_side - When :face_x is -1, this determines which side of the message
#       box the face shows up on. true => Left; false => Right. Default: true
# :face_offset_x - When :choice_x is -1, this is added to the x position.
#       Default: 0
# :face_offset_y - When :choice_y is -1, this is added to the y position.
#       Default: 0
# :face_width - This determines the width of the face. When 0, it will show the
#       whole width of the face, even if using single face graphics. If you want
#       to show only a portion of the face, then set it directly. Default: 0
# :face_height - This determines the height of the face. When 0, it will show
#       the whole height of the face, even if using single face graphics. If
#       you want to show only part of the face, then set it directly. Default: 0
# :face_mirror - When true, the face will be drawn mirrored. Default: false
# :face_opacity - This is the opacity of the face. Default: 255
# :face_blend_type - This is the blend type of the face sprites. 0 => normal;
#       1 => addition; 2 => subtraction. Default: 0
# :face_fadein - When this is true, the face will fadein when starting a
#       message instead of just automatically appearing. Default: false
# :face_fade_speed - If :face_fadein is true, this is how much the opacity will
#       change every frame. Default: 10
# :face_scroll_x - Option to scroll the face in horizontally. Default: false
# :face_scroll_y - Option to scroll the face in vertically. Default: false
# :face_scroll_speed - If either :face_scroll_x or :face_scroll_y are true,
#       this is the number of pixels per frame it scrolls in at.
# :animate_faces - When this is true, specially labelled face files will
#       animate. Face files that have ![x] in the name will take the first x
#       faces in the file and animate between them. Alternatively, it can take
#       the face of the same index from separate face files that are sequenced
#       by suffixes _1, _2, etc... Default: true
# :letters_per_face - when :animate_faces is true, this is how many letters to
#       draw between rotating the faces.
# :face_window - If true, the face will be framed by a window. Default: false
# :face_window_opacity - If :face_window is true, this is the opacity of that
#       window. Default: 255
# :face_windowskin - If :face_window is true, this is the windowskin it uses.
#       Default: "Window"
# :face_border_size - If :face_window is true, this is the size of the border.
#       Default: 6
# :face_dim - If using :face_window and dim, the sprite to stretch as a
#       background for the face. Default: "MessageBack"
# :face_use_dim - The setting for using dim. If 0, it will never use dim. If 1,
#       it will use the dim sprite if :face_window is true. If 2, it will use
#       dim only when the message window is also using dim. Default: 0
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :choice_text - This is a bracket for any choice text. It is useful if, for
#       instance, you want particular codes to apply to every choice in a
#       branch. You must include %s in the string, and that is where the actual
#       choice text will show up, bracketed by whatever other codes you put in
#       Default: "    %s" (meaning every choice will be indented by four spaces)
# :disabled_choice_text - Same as above, except it only applies to choices that
#       are disabled and is applied after :choice_text is. It is useful if you
#       want to differentiate between disabled choices and non-disabled ones.
#       Unlike :choice_text, %s doesn't have to be included and in that case all
#       disabled choices would simply be replaced by this text.
#       Default: "\\FA[128]%s\\FA[255]" (meaning disabled choices will be drawn
#       at 128 opacity).
# :choicebox_text - The same as :choice_text, but this is what is applied when
#       using a choicebox instead of :choice_text. Default: "%s" (no change)
# :choice_window - Whether or not choices will show up in a separate window.
#       Default: false
# :choice_x - The x coordinate of the choice window. When this is -1, the x
#       position will be set automatically in reference to the position of the
#       message window (end of the side opposite the face). When anything else,
#       the x position is directly set to that coordinate. Default: -1
# :choice_y - The y coordinate of the choice window. Whwn this is -1, the y
#       position is set automatically directly above the message window or
#       below, if it goes off screen when placed above. Default: -1
# :choice_offset_x - When :choice_x is -1, this is added to the auto x position.
#       Default: -16
# :choice_offset_y - When :choice_y is -1, this is added to the auto y position.
#       Default: 16
# :choice_width - This is the width of the choice window. When -1, it will set
#       it to as wide as necessary to accomodate the longest line, up to a
#       maximum of the screen width. Default: 192
# :choice_height - This is the height of the choice window. When -1, it is set
#       to the number of rows necessary to draw all choices, up to :max_lines.
# :column_max - When using :choice_window, the number of columns. Default: 1
# :row_max - When :choice_height is -1, the max number of rows. Default: 4
# :choice_spacing - When :column_max > 1, this is how much empty space is left
#       between options on the same row. Default: 20
# :choice_opacity - This is the opacity of the choice window. Default: 255
# :choice_backopacity - This is the opacity of the background of the choice
#       window. Default: 200
# :choice_windowskin - This is the name of the System file to use as the
#       windowskin for the choice window. Default: "Window"
# :choice_fontcolour - The default colour of text in the choice window. It can
#       be from the windowskin palette or a [red, green, blue] array. Default: 0
# :choice_fontname - The font for the choice window. If an array, it will take
#       the first font in the array that the player has installed.
#       Default: ["Verdana", "Arial", "Courier New"]
# :choice_fontsize - Default size of the font in the choice window. Default: 20
# :choice_wlh - The vertical space of each row of the choice window. Default: 24
# :choice_dim - If using :choice_window and dim, the sprite to stretch as a
#       background for the choice branch. Default: "MessageBack"
# :choice_use_dim - The setting for using dim. If 0, it will never use dim. If
#       1, it will use the dim sprite if :choice_window is true. If 2, it will
#       use dim only when the message window is also using dim. Default: 2
# :choice_on_line - Whether to show the choice box adjacent to the message
#       window or not. Doesn't apply if :choice_width is not directly set or if
#       :fit_window_to_text is on and larger than :choice_width. Default: false
# :choice_opposite_face - When true, the side the choice is shown on is the
#       opposite side the face is on. And vice versa. Default: true
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :choicehelp_x - The x coordinate of the choicehelp window. When this is -1,
#       the x position is centred. Default: -1
# :choicehelp_y - The y coordinate of the choicehelp window. Whwn this is -1,
#       the y position is at the top of the screen unless it overlaps with the
#       message window, in which case it goes to the bottom. Default: -1
# :choicehelp_width - This is the width of the choicehelp window. When -1, it
#       will set it to the width of the longest line, up to a maximum of the
#       screen width. Default: -1
# :choicehelp_height - This is the height of the choicehelp window. When -1, it
#       is set to accomodate the greatest number of lines that any choice option
#       requires: Default: -1
# :choicehelp_center - Whether or not to centre the text vertically when the
#       number of lines is smaller than the height of the window. Default: true
# :choicehelp_opacity - This is the opacity of the choicehelp window.
#       Default: 255
# :choicehelp_backopacity - This is the opacity of the background of the
#       choicehelp window. Default: 200
# :choicehelp_windowskin - This is the name of the System file to use as the
#       windowskin for the choicehelp window. Default: "Window"
# :choicehelp_fontcolour - This is the default colour of text in the choicehelp
#       window. It can either be from the windowskin palette or a
#       [red, green, blue, alpha] array. Default: 0
# :choicehelp_fontname - This is either a string or array containing the name
#       of the font used in the choicehelp window. If an array, it will take
#       the first font in the array that the player has installed.
#       Default: ["Verdana", "Arial", "Courier New"]
# :choicehelp_fontsize - This is the default size of the font in the choicehelp
#       window. Default: 20
# :choicehelp_wlh - This is the vertical space required for each line of the
#       choicehelp window. Default: 24
# :choicehelp_dim - If using :choicehelp_window and dim, the sprite to stretch
#       as a background for the choicehelp branch. Default: "MessageBack"
# :choicehelp_use_dim - The setting for using dim. If 0, it will never use dim.
#       If 1, it will use the dim sprite if :choicehelp_window is true. If 2,
#       it will use dim only when the message window is also using dim.
#       Default: 2
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :name_x - The x coordinate of the name window. When this is -1, the x
#       coordinate is automatically placed on the same side the face would be
#       if automatically positioned. Default: -1
# :name_y - The y coordinate of the name window. When this is -1, the y
#       coordinate is just above the message window, unless it goes off the
#       screen, in which case it is placed just below. Default: -1
# :name_offset_x - When :name_x is -1, this is added to the x position.
#       Default: 16
# :name_offset_y - When :name_y is -1, this is added to the y position.
#       Default: 16
# :name_opacity - This is the opacity of the name window. Default: 255
# :name_backopacity - This is the opacity of the background of the name window.
#       Default: 200
# :name_windowskin - This is the name of the System file to use as the
#       windowskin for the name window. Default: "Window"
# :name_border_size - The size of the windowskin border around the name.
#       Default: 8
# :name_wlh - This is the vertical space required for each line of the name
#       window. Default: 24
# :name_fontcolour - This is the default colour of text in the name window. It
#       can either be from the windowskin palette or a  [red, green, blue]
#       array. Default: 0
# :name_fontname - This is either a string or array containing the name of the
#       font used in the name window. If an array, it will take the first font
#       in the array that the player has installed.
#       Default: ["Verdana", "Arial", "Courier New"]
# :name_fontsize - This is the default size of the font in the name window.
#       Default: 20
# :name_dim - If using dim, the sprite to stretch as a background for the name
#       box. Default: "MessageBack"
# :name_use_dim - The setting for using dim. If 0, it will never use dim.
#       If 1, it will use the dim sprite. If 2, it will use dim only when the
#       message window is also using dim. Default: 2
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :word_x - The x coordinate of the word window. When this is -1, the word
#       window is centred, or to the left of the gold window if the gold window
#       is visible and :word_y is -1. If not -1, it is directly set to that
#       coordinate. Default: -1
# :word_y - The y coordinate of the word window. When this is -1, the y
#       coordinate is at the same position as the gold window, unless the gold
#       window is visible and the word window is too wide to fit to the left of
#       it, in which case it is directly above or below the gold window,
#       depending on where it fits. If not -1, it is directly set to that
#       coordinate. Default: -1
# :word_width - The width of the word window. When -1, it is set to accomodate
#       the longest line. Default: 160
# :word_height - The height of the word window. When -1, it will be set to
#       accomodate the number of lines. Default: -1
# :word_opacity - This is the opacity of the word window. Default: 255
# :word_backopacity - This is the opacity of the background of the word window.
#       Default: 200
# :word_windowskin - This is the word of the System file to use as the
#       windowskin for the word window. Default: "Window"
# :word_wlh - This is the vertical space required for each line of the word
#       window. Default: 24
# :word_fontcolour - This is the default colour of text in the word window. It
#       can either be from the windowskin palette or a  [red, green, blue]
#       array. Default: 0
# :word_fontname - This is either a string or array containing the name of the
#       font used in the word window. If an array, it will take the first font
#       in the array that the player has installed.
#       Default: ["Verdana", "Arial", "Courier New"]
# :word_fontsize - This is the default size of the font in the word window.
#       Default: 20
# :word_dim - If using dim, the sprite to stretch as a background for the word
#       box. Default: "MessageBack"
# :word_use_dim - The setting for using dim. If 0, it will never use dim.
#       If 1, it will use the dim sprite. If 2, it will use dim only when the
#       message window is also using dim. Default: 2
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#      ~ats_next only codes~
#  The following codes can only be set on a message by message basis with
# ats_next or $game_message. ats_all and $game_ats does not work for these.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# :do_not_refresh - When this is set to true, the contents of the message
#       window will not refresh until it is turned off. This means that text
#       messages will be appended to all the previous messages even if there
#       are other events in between, such as a Show Picture or Control
#       Variables switch and so on... Note that you will not be able to change
#       the face either without forcibly setting a new page. To turn it off,
#       you need to use a ats_next (:do_not_refresh, false) right before the
#       last message that you want appended. I do not recommend doing anything
#       too fancy with this; the idea is to permit you to do small things, like
#       Showing a picture, turning a switch on or off or doing some stuff with
#       conditional branches in between drawing letters. It's not designed or
#       tested for much of anything else.
# :character - This is the same idea as the \oc, \uc, etc... character
#       positioning codes. This allows you to place it prior to opening the
#       window however. Set this value to the ID of the character you want to
#       position it in reference to (0 => Player, >1 => Event with that ID.
# :char_ref - This is how you want to place it. 0 => Over; 1 => Left;
#       2 => Under; 3 => Right; 4 => Over if fits, otherwise under.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# You can set default values for all properties starting at line 766.
#==============================================================================

#==============================================================================
# ** Game_ATS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class holds all of the default data for the ATS
#==============================================================================

class Game_ATS
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #      EDITABLE REGION
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  MAX_LINES = 4                 # See line 376.
  MESSAGE_SPEED = 0             # See line 378.
  SKIP_DISABLED = false         # See line 380.
  APPEND_TEXT = true            # See line 381.
  APPEND_CHOICE = true          # See line 383.
  SCROLLING = true              # See line 387.
    SCROLL_SPEED = 2            # See line 389.
    SCROLL_SHOW_ARROWS = true   # See line 391.
    SCROLL_AUTOPAUSE = false    # See line 394.
    SCROLL_REVIEW = true        # See line 396.
    SCROLL_BY_PAGE = false      # See line 399.
  PARAGRAPH_FORMAT = false      # See line 400.
    JUSTIFIED_TEXT = false      # See line 403.
  LETTER_SOUND = false          # See line 406.
    LETTER_SE = "Open1", 40     # See line 408.
    LETTERS_PER_SE = 3          # See line 410.
    RANDOM_PITCH = 100..100     # See line 413.
  SPEECH_TAG_INDEX = -1         # See line 418.
  # SPEECH_TAG_GRAPHICS         # See line 422.
    SPEECH_TAG_GRAPHICS = ["Speech Tag 1", "Speech Tag 2", "Thought Tag 1"]
  START_SOUND = false           # See line 426.
    START_SE = "Chime2"         # See line 428.
  FINISH_SOUND = false          # See line 430.
    FINISH_SE = "Chime1"        # See line 432.
  PAUSE_SOUND = false           # See line 434.
    PAUSE_SE = "Decision2"      # See line 436.
  TERMINATE_SOUND = false       # See line 438.
    TERMINATE_SE = "Cancel"     # See line 440.
  MOVE_WHEN_VISIBLE = false     # See line 442.
  GRAPHIC_NOVEL = false         # See line 447.
    HIDE_BUTTON = Input::F5     # See line 452.
    GN_PRESS_OR_TOGGLE = true   # See line 454.
  FILTERS = {                   # See line 457.
    'ATS' => '\c[1]Advanced Text System\c[0], Version 3.0',
    0     => 'Numbered filters work too',
  }
  FILTERS.default = "" # <- Do not touch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  MESSAGE_X = -1                # See line 464.
  MESSAGE_Y = -1                # See line 467.
  WLH = 24                      # See line 471.
  BATTLE_WLH = 24               # See line 472.
  DO_NOT_OBSCURE = false        # See line 474.
    OBSCURE_CHARACTERS = [0]    # See line 477.
    OBSCURE_BUFFER = 32         # See line 485.
  FIT_WINDOW_TO_TEXT = false    # See line 488.
  MESSAGE_WIDTH = 544           # See line 491.
  MESSAGE_HEIGHT = 128          # See line 493.
  MESSAGE_OPACITY = 255         # See line 495.
  MESSAGE_BACKOPACITY = 200     # See line 496.
  MESSAGE_WINDOWSKIN = "Window" # See line 498.
  MESSAGE_FONTCOLOUR = 0        # See line 500.
  MESSAGE_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 503.
  MESSAGE_FONTSIZE = 20         # See line 507.
  MESSAGE_FONTALPHA = 255       # See line 508.
  MESSAGE_DIM = "MessageBack"   # See line 509.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  FACE_X = -1                   # See line 512.
  FACE_Y = -1                   # See line 515.
  FACE_Z = 10                   # See line 518.
  FACE_SIDE = true              # See line 520.
  FACE_OFFSET_X = 0             # See line 522.
  FACE_OFFSET_Y = 0             # See line 524.
  FACE_WIDTH = 0                # See line 526.
  FACE_HEIGHT = 0               # See line 529.
  FACE_MIRROR = false           # See line 532.
  FACE_OPACITY = 255            # See line 533.
  FACE_BLEND_TYPE = 0           # See line 534.
  FACE_FADEIN = false           # See line 536.
    FACE_FADE_SPEED = 10        # See line 538.
  FACE_SCROLL_X = false         # See line 540.
  FACE_SCROLL_Y = false         # See line 541.
    FACE_SCROLL_SPEED = 12      # See line 542.
  ANIMATE_FACES = true          # See line 544.
    LETTERS_PER_FACE = 6        # See line 545.
  FACE_WINDOW = false           # See line 551.
    FACE_WINDOW_OPACITY = 255   # See line 552.
    FACE_WINDOWSKIN = "Window"  # See line 554.
    FACE_BORDER_SIZE = 6        # See line 556.
    FACE_DIM = "MessageBack"    # See line 558.
    FACE_USE_DIM = 0            # See line 560.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  CHOICE_TEXT = "    %s"        # See line 564.
  DISABLED_CHOICE_TEXT = "\\FA[128]%s\\FA[255]" # See line 569.
  CHOICEBOX_TEXT = "%s"         # See line 576.
  CHOICE_WINDOW = false         # See line 578.
  CHOICE_X = -1                 # See line 580.
  CHOICE_Y = -1                 # See line 584.
  CHOICE_OFFSET_X = -16         # See line 587.
  CHOICE_OFFSET_Y = 16          # See line 589.
  CHOICE_WIDTH = 192            # See line 591.
  CHOICE_HEIGHT = -1            # See line 594.
  COLUMN_MAX = 1                # See line 596.
  ROW_MAX = 4                   # See line 597.
  CHOICE_SPACING = 20           # See line 598.
  CHOICE_OPACITY = 255          # See line 600.
  CHOICE_BACKOPACITY = 200      # See line 601.
  CHOICE_WINDOWSKIN = "Window"  # See line 603.
  CHOICE_FONTCOLOUR = 0         # See line 605.
  CHOICE_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 607.
  CHOICE_FONTSIZE = 20          # See line 610.
  CHOICE_WLH = -1               # See line 611.
  CHOICE_DIM = "MessageBack"    # See line 612.
  CHOICE_USE_DIM = 2            # See line 614.
  CHOICE_ON_LINE = false        # See line 617.
  CHOICE_OPPOSITE_FACE = true   # See line 620.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  CHOICEHELP_X = -1             # See line 623.
  CHOICEHELP_Y = -1             # See line 625.
  CHOICEHELP_WIDTH = 544        # See line 628.
  CHOICEHELP_HEIGHT = -1        # See line 631.
  CHOICEHELP_CENTER = true      # See line 634.
  CHOICEHELP_OPACITY = 255      # See line 636.
  CHOICEHELP_BACKOPACITY = 200  # See line 638.
  CHOICEHELP_WLH = -1           # See line 640.
  CHOICEHELP_WINDOWSKIN = "Window" # See line 642.
  CHOICEHELP_FONTCOLOUR = 0     # See line 645.
  CHOICEHELP_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 649.
  CHOICEHELP_FONTSIZE = 20      # See line 651.
  CHOICEHELP_DIM = "MessageBack"# See line 653.
  CHOICEHELP_USE_DIM = 2        # See line 655.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  NAME_X = -1                   # See line 660.
  NAME_Y = -1                   # See line 663.
  NAME_OFFSET_X = 16            # See line 666.
  NAME_OFFSET_Y = 16            # See line 668.
  NAME_OPACITY = 255            # See line 670.
  NAME_BACKOPACITY = 200        # See line 671.
  NAME_WINDOWSKIN = "Window"    # See line 673.
  NAME_BORDER_SIZE = 8          # See line 675.
  NAME_WLH = -1                 # See line 677.
  NAME_FONTCOLOUR = 0           # See line 679.
  NAME_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 682.
  NAME_FONTSIZE = 20            # See line 686.
  NAME_DIM = "MessageBack"      # See line 688.
  NAME_USE_DIM = 2              # See line 690.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  WORD_X = -1                   # See line 694.
  WORD_Y = -1                   # See line 698.
  WORD_WIDTH = 160              # See line 704.
  WORD_HEIGHT = -1              # See line 706.
  WORD_OPACITY = 255            # See line 708.
  WORD_BACKOPACITY = 200        # See line 709.
  WORD_WINDOWSKIN = "Window"    # See line 711.
  WORD_WLH = -1                 # See line 713.
  WORD_FONTCOLOUR = 0           # See line 715.
  WORD_FONTNAME = ["Verdana", "Arial", "Courier New"] # See line 718.
  WORD_FONTSIZE = 20            # See line 722.
  WORD_DIM = "MessageBack"      # See line 724.
  WORD_USE_DIM = 2              # See line 726.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #      END EDITABLE REGION
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ATS_2 = false
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # For each constant, create accessor
  for name in self.class.constants
    # Run the script
    attr_accessor name.downcase.to_sym
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    reset
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reset
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset
    constants = Game_ATS.constants
    constants.each { |name|
      self.send ("#{name.downcase}=".to_sym, Game_ATS.const_get(name))
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Sound Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_sound_effect (settings)
    return settings if settings.is_a? (RPG::SE)
    settings = [settings] if settings.is_a? (String)
    settings[1] = 80 if !settings[1]
    return RPG::SE.new (*settings)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Overwrite SE methods * Thanks Zeriab
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for method in ["letter", "terminate", "pause", "start", "finish"]
    # Run the script
    eval("def #{method}_se= (*args); @#{method}_se = set_sound_effect (*args); end")
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Random Pitch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def random_pitch= (val)
    @random_pitch = val.is_a? (Integer) ? self.letter_se.pitch..val : val
  end
end

#==============================================================================
# ** Game_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new attr_accessor - all Game_ATS accessors; char_ref; character;
#      appending_text; choices; disabled_choices; help_choices; skip_choices;
#      override_run
#    aliased methods - initialize; clear; busy
#    new methods - convert_special_characters; perform_substitution;
#      perform_conversion; play_se; random_pitch=
#==============================================================================

class Game_Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # For each ATS constant, create accessor
  for name in (Game_ATS.constants) do attr_accessor name.downcase.to_sym end
  # Non Game_ATS variables
  attr_accessor :char_ref
  attr_accessor :character
  attr_accessor :appending_text
  attr_accessor :choices
  attr_accessor :disabled_choices
  attr_accessor :skip_choices
  attr_accessor :help_choices
  attr_accessor :override_run
  attr_accessor :highlight
  attr_accessor :underline
  attr_accessor :do_not_refresh
  attr_accessor :do_not_start
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgb_advtx_inliz_2fk9 initialize
  def initialize (*args)
    @do_not_refresh = false
    malgb_advtx_inliz_2fk9 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_ats3_clr_msg_9lo1 clear
  def clear (*args)
    @do_not_start = @do_not_refresh
    @texts = []
    @choices = []
    @disabled_choices = []
    @skip_choices = []
    @help_choices = []
    @choice_start = 99
    @choice_max = 0
    @choice_cancel_type = 0
    @choice_proc = nil
    @ignored_codes = []
    return if @do_not_start
    malg_ats3_clr_msg_9lo1 (*args) # Run Original Method
    @alignment = 0
    @appending_text = false
    @character = -1
    @char_ref = 0
    @override_run = false
    @highlight = -1
    @underline = false
    # Set ATS variables
    (Game_ATS.constants).each { |name|
      self.send ("#{name.downcase}=".to_sym, $game_ats.send (name.downcase.to_sym))
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Busy?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malbr_busy_ats3_8ik2 busy
  def busy (*args)
    return false if @appending_text
    return malbr_busy_ats3_8ik2 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Special Characters
  #    text : the text to convert
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def convert_special_characters (text)
    return if text == nil
    @ignored_codes.clear
    # Remove Ignore code strings
    text.gsub! (/\\\$(.*?)\/\$/i) {
      @ignored_codes.push ($1.to_s)
      "\x0a<#{@ignored_codes.size - 1}>"
    }
    # Get substitutions
    text = perform_substitution (text)
    text = perform_conversion (text)
    text.gsub! (/\\\\/)           { "\\" }
    text.gsub! (/\x0a<(\d+)>/) { @ignored_codes[$1.to_i] } # Recover Protected strings
    return text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Substitution Codes
  #    text : the text to convert
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def perform_substitution (text)
    # Switch conditional text
    text.gsub! (/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] }   # Variable
    text.gsub! (/\\PID\[(\d+)\]/i)  { $game_party.members[($1.to_i % $game_party.members.size)].id } # Party Member X
    text.gsub! (/\\P\[(\d+)\]/i) { $game_party.members[($1.to_i % $game_party.members.size)].id } # Party Member X
    text.gsub! (/\\V\[(\d+)\]/i) { $game_variables[$1.to_i] }   # Variable
    # FILTERS
    text.gsub!(/\\F\[["'](.+?)["']\]/i)  { Game_ATS::FILTERS[$1.to_s] }
    text.gsub!(/\\F\[(.+?)\]/i)    { Game_ATS::FILTERS[$1.to_i] }
    # Party ID to Actor ID
    text.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name rescue ""} # Actor Name
    # New Codes
    text.gsub! (/\\AC\[(\d+)\]/i) { $game_actors[$1.to_i].class.name rescue "" } # Actor Class
    text.gsub! (/\\VOCAB\[(\w+)\]/i) { Vocab.send ($1.downcase) rescue "" }
    # Actor, Item, Weapon, Armor, Skill Stats
    data_arrays = [$game_actors, $data_items, $data_weapons,  $data_armors,
    $data_skills, $data_states, $data_enemies]
    regexp_array = ["ACTOR_", "I_", "W_", "A_", "S_", "T_", "ENEMY_"]
    for i in 0...regexp_array.size
      regexp = regexp_array[i]
      data = data_arrays[i]
      if i != 0
        text.gsub! (/\\#{regexp}N\[(\d+)\]/i) {
          id = $1.to_i
          data[id].note[/\\MSG\[(.+?)\]MSG\//i].nil? ? data[id].note : $1.to_s.gsub (/\n/) { "" }            # Remove \n
        }
      end
      # Item Stats
      text.gsub! (/\\#{regexp}([^\[]+?)\[(\d+)\]/i) { |match| data[$2.to_i].send ($1.downcase).to_s rescue match }
    end
    text.gsub! (/\\MAP\[(\d+)\]/i) { (load_data ("Data/MapInfos.rvdata"))[$1.to_i].name rescue "" }
    text.gsub! (/\\MAP/i) { (load_data ("Data/MapInfos.rvdata"))[$game_map.map_id].name rescue "" }
    text.gsub! (/\\NL\[(\d+)\]/i){ $data_system.elements[$1.to_i] rescue "" }
    text.gsub! (/\\NC\[(\d+)\]/i) { $data_classes[$1.to_i].name rescue "" } # Class Name
    text.gsub! (/\\NE\[(\d+)\]/i) { $game_map.events[$1.to_i].name rescue "" } # Event Name
    text.gsub! (/\\NM\[(\d+)\]/i) { $data_enemies[$1.to_i].name rescue "" } # Monster Name
    text.gsub! (/\\NI\[(\d+)\]/i) { $data_items[$1.to_i].name rescue "" }   # Item Name
    text.gsub! (/\\NW\[(\d+)\]/i) { $data_weapons[$1.to_i].name rescue "" } # Weapon Name
    text.gsub! (/\\NA\[(\d+)\]/i) { $data_armors[$1.to_i].name rescue "" } # Armor Name
    text.gsub! (/\\NS\[(\d+)\]/i) { $data_skills[$1.to_i].name rescue "" } # Skill Name
    text.gsub! (/\\NT\[(\d+)\]/i) { $data_states[$1.to_i].name rescue "" } # State Name
    text.gsub! (/\\NP\[(\d+)\]/i) { $game_party.members[($1.to_i % $game_party.members.size)].name } # Party Name
    text.gsub! (/\\NV\[(\d+)\]/i) { $data_system.variables[$1.to_i] rescue "" } # Variable Name
    text.gsub! (/\\NSW\[(\d+)\]/i){ $data_system.switches[$1.to_i] rescue "" } # Switch Name
    text.gsub! (/\\PI\[(\d+)\]/i) { $data_items[$1.to_i].price.to_s rescue "" } # Item Price
    text.gsub! (/\\PW\[(\d+)\]/i) { $data_weapons[$1.to_i].price.to_s rescue "" } # Weapon Price
    text.gsub! (/\\PA\[(\d+)\]/i) { $data_armors[$1.to_i].price.to_s rescue "" } # Armor Price
    text.gsub! (/\\DI\[(\d+)\]/i) { $data_items[$1.to_i].description rescue "" } # Item Description
    text.gsub! (/\\DW\[(\d+)\]/i) { $data_weapons[$1.to_i].description rescue "" } # Weapon Description
    text.gsub! (/\\DA\[(\d+)\]/i) { $data_armors[$1.to_i].description rescue "" } # Armor Description
    text.gsub! (/\\DS\[(\d+)\]/i) { $data_skills[$1.to_i].description rescue "" } # Skill Description
    text.gsub! (/\\I#\[(\d+)\]/i) { $game_party.item_number ($data_items[$1.to_i]) } # Item Number
    text.gsub! (/\\W#\[(\d+)\]/i) { $game_party.item_number ($data_weapons[$1.to_i]) } # Weapon Number
    text.gsub! (/\\A#\[(\d+)\]/i) { $game_party.item_number ($data_armors[$1.to_i]) } # Armor Number
    text.gsub! (/\\S\!<(\d+),(.+?)>/i) { $game_switches[$1.to_i] ? "" : $2.to_s }
    text.gsub! (/\\S<(\d+),(.+?)>/i)  { $game_switches[$1.to_i] ? $2.to_s : "" }
    text.gsub! (/\\#\{(.+?)\}#/im) { (eval ($1.to_s)).to_s rescue "" }
    return text.sub! (/\\RESUB/i, "") != nil ? perform_substitution (text) : text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Perform Conversion
  #    text : the text to convert
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def perform_conversion (text)
    text.gsub! (/\\C\[(\d+)\]/i)        { "\x01<#{$1}>" } # Colour
    text.gsub! (/\\C\[#([\dABCDEF]{6,6})\]/i) { "\x01<##{$1}>"} # Colour Hex
    text.gsub! (/\\G/i)                 { "\x02" }        # Gold Window
    text.gsub! (/\\\./)                 { "\x03<15>" }    # Wait 15 frames
    text.gsub! (/\\\|/)                 { "\x03<60>" }    # Wait 60 frames
    text.gsub! (/\\W\[(\d+)\]/i)        { "\x03<#{$1}>" } # Wait x frames
    text.gsub! (/\\!/)                  { "\x04" }        # Wait for Input
    text.gsub! (/\\@@/)                 { "\x05<0>" }     # Show Fast ON
    text.gsub! (/\/@@/)                 { "\x05<1>" }     # Show Fast OFF
    text.gsub! (/\\@/)                  { "\x06<0>" }     # Show Line Fast ON
    text.gsub! (/\/@/)                  { "\x06<1>" }     # Show Line Fast OFF
    text.gsub! (/\\\^/)                 { "\x07" }        # Skip Pause
    text.gsub! (/\\>/)                  { "\x08<-1>" }     # Message speed- 1
    text.gsub! (/\\</)                  { "\x08<1>" }    # Message speed + 1
    text.gsub! (/\\[Ss]\[(=?-?\d+)\]/i) { "\x08<#{$1}>" } # Message speed + x
    text.gsub! (/\\%/)                  { "\xb0<0>" }     # Enable Skip
    text.gsub! (/\/%/)                  { "\xb0<1>" }     # Disable Skip
    # Animation and Balloons
    text.gsub! (/\\ANI\[(\d+),\s*(\d+)\]/i) { "\x0b<#{$1},#{$2},0>" } # Animation
    text.gsub! (/\\BLN\[(\d+),\s*(\d+)\]/i) { "\x0b<#{$1},#{$2},1>" } # Balloon
    # Position to Character
    text.gsub! (/\\OC\[(\d+)\]/i)     { "\x0c<#{$1},0>" } # Over Character
    text.gsub! (/\\LC\[(\d+)\]/i)     { "\x0c<#{$1},1>" } # Left of Character
    text.gsub! (/\\UC\[(\d+)\]/i)     { "\x0c<#{$1},2>" } # Under Character
    text.gsub! (/\\RC\[(\d+)\]/i)     { "\x0c<#{$1},3>" } # Right of Character
    text.gsub! (/\\E\[(\d+)\]/i)      { "\x0c<#{$1},4>" } # Under if over doesn't work
    text.gsub! (/\\SE\[(.+?)\]/i)    { "\x1b<#{$1},SE>" } # Play Sound Effect
    text.gsub! (/\\ME\[(.+?)\]/i)    { "\x1b<#{$1},ME>" } # Play Musical Effect
    # Show Icons
    text.gsub! (/\\IC?O?N?\[(\d+)\]/i)  { "\x0d<#{$1}>" } # Show Icon X
    text.gsub! (/\\IIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_items[$1.to_i].icon_index}>" rescue "" } # Item Icon
    text.gsub! (/\\WIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_weapons[$1.to_i].icon_index}>" rescue "" } # Weapon Icon
    text.gsub! (/\\AIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_armors[$1.to_i].icon_index}>" rescue "" } # Armor Icon
    text.gsub! (/\\SIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_skills[$1.to_i].icon_index}>" rescue "" }
    text.gsub! (/\\TIC?O?N?\[(\d+)\]/i) { "\x0d<#{$data_states[$1.to_i].icon_index}>" rescue "" }
    text.gsub! (/\\[Bb]/)               { "\x0e<0>" }     # Bold ON
    text.gsub! (/\/[Bb]/)               { "\x0e<1>" }     # Bold OFF
    text.gsub! (/\\[Ii]/)               { "\x0f<0>" }     # Italics ON
    text.gsub! (/\/[Ii]/)               { "\x0f<1>" }     # Italics OFF
    text.gsub! (/\\[Ss]/)               { "\x10<0>" }     # Shadow ON
    text.gsub! (/\/[Ss]/)               { "\x10<1>" }     # Shadow OFF
    text.gsub! (/\\[Uu]/)               { "\x11<0>" }     # Underline ON
    text.gsub! (/\/[Uu]/)               { "\x11<1>" }     # Underline OFF
    text.gsub! (/\\HL\[(-?\d+)\]/i)     { "\x12<#{$1}>" } # Higlight X
    text.gsub! (/\/HL/i)                { "\x12<-1>" }    # Highlight OFF
    text.gsub! (/\\FN\[(.+?)\]/i)       { "\x13<#{$1}>" } # Font Name
    text.gsub! (/\\FS\[(\d+)\]/i)       { "\x14<#{$1}>" } # Font Size
    text.gsub! (/\\FA\[(\d+)\]/i)       { "\x15<#{$1}>" } # Font Alpha
    text.gsub! (/\\LB/i)                { "\x16" }        # Force Line Break
    text.gsub! (/\\AF\[(\d+)\]/i)  { "\x17<#{$1.to_s}>" } # Use Actor Face
    text.gsub! (/\\LEFT/i)              { "\x18<0>" }     # Align Left
    text.gsub! (/\\L/i)                 { "\x18<0>" }     # Align Left
    text.gsub! (/\\CENTRE/i)            { "\x18<1>" }     # Align Centre
    text.gsub! (/\\CE?NTE?R/i)          { "\x18<1>" }     # Align Centre
    text.gsub! (/\\C/i)                 { "\x18<1>" }     # Align Centre
    text.gsub! (/\\RI?GHT/i)            { "\x18<2>" }     # Align Right
    text.gsub! (/\\R/i)                 { "\x18<2>" }     # Align Right
    text.gsub! (/\\PB/i)                { "\x1d" }        # Force Page Break
    text.gsub! (/(\x1d\s*)\x00/i)       { $1.to_s }       # If force page, remove x00 code
    text.gsub! (/\\T/i)                 { "\x09" }        # Tab
    text.gsub! (/\\X\[(\d+)\]/i)        { "\xb1<#{$1}>" } # Content X
    # Position Direct Setting
    text.gsub! (/\\[PM]XY\[(-?\d+),\s*(-?\d+)\]/im) { "\x1f<0,#{$1.to_s},#{$2.to_s}>" }
    # Face Direct Setting
    text.gsub! (/\\FXY\[(-?\d+),\s*(-?\d+)\]/im) { "\x1f<1,#{$1.to_s},#{$2.to_s}>" }
    # Name Direct Setting
    text.gsub! (/\\NXY\[(-?\d+),\s*(-?\d+)\]/im) { "\x1f<2,#{$1.to_s},#{$2.to_s}>" }
    text.gsub! (/\\#\!\{(.+?)\}#/im)    { "\x7f{#{$1}#}" }
    text.gsub! (/\\NB\[(.*?)\]/im)      { "\x19{#{$1}}" } # Name Window
    text.gsub! (/\/NB/i)                { "\x19{}"}
    text.gsub! (/\\NAME\[(.*?)\]/im)    { "\x19{#{$1}}" } # Name Window
    text.gsub! (/\\WB\[(.*?)\]/im)      { "\x1a{#{$1}}" } # Word Box
    text.gsub! (/\/WB/i)                { "\x1a{}" }
    return text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Play SE
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def play_se (se)
    # Avoid FileErrors
    begin
      se.play
    rescue
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Choice Texts
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_text= (string)
    if string.is_a? (String)
      @choice_text = convert_special_characters (string)
      @choice_text += "%s" if @choice_text[/%s/] == nil
    else
      @choice_text = "%s"
    end
  end
  def choicebox_text= (string)
    if string.is_a? (String)
      @choicebox_text = convert_special_characters (string)
      @choicebox_text += "%s" if @choicebox_text[/%s/] == nil
    else
      @choicebox_text = "%s"
    end
  end
  def disabled_choice_text= (string)
    @disabled_choice_text = string.is_a? (String) ? convert_special_characters (string) : "%s"
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Random Pitch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def random_pitch= (val)
    @random_pitch = val.is_a? (Integer) ? self.letter_se.pitch..val : val
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Overwrite SE methods * Thanks Zeriab
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for method in ["letter", "terminate", "pause", "start", "finish"]
    # Run the script
    eval("def #{method}_se= (*args); @#{method}_se = $game_ats.set_sound_effect (*args); end")
  end
end

#==============================================================================
# ** Game_Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - name
#==============================================================================

class Game_Event
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Name
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def name
    return @event.name
  end
end

#==============================================================================
# ** Game_Player
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - movable?; move_by_input
#==============================================================================

class Game_Player
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Move By Input
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mabr_adtxs3_inpmv_6yw2 move_by_input
  def move_by_input (*args)
    $game_message.override_run = $game_message.move_when_visible
    mabr_adtxs3_inpmv_6yw2 (*args) # Run Original Method
    $game_message.override_run = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check if Player can Move
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_advtxt3_movble_5sa2 movable?
  def movable? (*args)
    true_visible = $game_message.visible
    $game_message.visible = false if $game_message.move_when_visible
    check = malg_advtxt3_movble_5sa2 (*args) # Run Original Method
    $game_message.visible = true_visible
    return check
  end
end

#==============================================================================
# ** Game_Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    overwritten methods - command_403; setup_choices; setup_num_input
#    aliased methods - command_101; command_102; running?
#    new methods - interpret_choices; choice_plus; choice_switch; choice_help;
#      ats_next; ats_all
#==============================================================================

class Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Show Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats_apnd_txt_show_94b command_101
  def command_101 (*args)
    value = modalg_ats_apnd_txt_show_94b (*args)
    if $game_message.append_text && @list[@index].code == 101 && @list[@index].parameters == @params
      $game_message.appending_text = true
      value = command_101 (*args)
      $game_message.appending_text = false
    end
    return value
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Show Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgr_ats3_shwchc_4ac2 command_102
  def command_102 (*args)
    if @list[@index].indent > 1000
      @list[@index - 1].indent -= 1000
      @list[@index].indent -= 1000
      return command_skip
    else
      return malgr_ats3_shwchc_4ac2 (*args) # Run Original Method
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * When [Cancel]
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_403
    if @branch[@indent] == 999              # If canceling choice
      @branch.delete(@indent)               # Erase branching data
      return true                           # Continue
    else                                    # If doesn't match condition
      return command_skip                   # Command skip
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Setup Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def setup_choices (params)
    params = interpret_choices (Marshal.load (Marshal.dump (params)))
    $game_message.choice_start = $game_message.texts.size
    $game_message.choice_max = params[0].size
    for s in params[0]
      $game_message.choices.push(s)
    end
    $game_message.texts.push ("\x1c") if $game_message.texts.empty?
    $game_message.choice_cancel_type = params[1]
    $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }
    @index += 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Number Input Setup
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def setup_num_input(params)
    if $game_message.texts.size < $game_message.max_lines || $game_message.scrolling
      $game_message.num_input_variable_id = params[0]
      $game_message.num_input_digits_max = params[1]
      @index += 1
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Interpret Choices
  #    params : the parameters of the initial 102 command.
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def interpret_choices (params)
    # Collect all next choices as well.
    ind = @index + 1
    choice_id = 0
    params[1] = 1000 if params[1] == 5
    choice_text = $game_message.choice_window ? $game_message.choicebox_text : $game_message.choice_text
    loop do
      # Advance to next choice code
      while (@list[ind].indent % 1000) > @indent
        ind += 1                           # Advance index
      end
      case @list[ind].code
      when 402
        choice_s = @list[ind].parameters[1].dup
        ind += 1
        # Choice+ processing.
        choice_s, ind = choice_plus (choice_s, ind)
        # SOFF and SON processing
        choice_s, delete, disable = choice_switch (choice_s)
        choice_s, help = choice_help (choice_s)
        if delete || choice_s.empty?
          @list[ind - 1].parameters[0] = -1
          params[0].delete_at (choice_id)
        else
          $game_message.help_choices[choice_id] = help
          choice_s = sprintf (choice_text, choice_s)
          if disable
            choice_s = sprintf ($game_message.disabled_choice_text, choice_s)
            $game_message.disabled_choices.push (choice_id)
          end
          # Choice Skip?
          choice_s.gsub! (/\x1e/i) { $game_message.skip_choices.push (choice_id); "" }
          @list[ind - 1].parameters[0] = choice_id
          params[0][choice_id] = choice_s
          choice_id += 1
        end
      when 403
        ind += 1
      when 404
        if !$game_message.append_choice || @list[ind + 1].code != 102
          @index = ind if $game_message.skip_choices.size == params.size
          $game_message.help_choices.clear if $game_message.help_choices.uniq.size == 1 && $game_message.help_choices[0].empty?
          break
        end
        p2 = @list[ind + 1].parameters.dup
        @list[ind].indent += 1000 if @list[ind].indent < 1000
        @list[ind + 1].indent += 1000 if @list[ind + 1].indent < 1000
        params[1] = p2[1] == 5 ? 1000 : p2[1] == 0 ? params[1] : params[0].size + p2[1]
        params[0].push (*p2[0])
        ind += 2
      else
        break
      end
    end
    return params
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Running?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modral_atsys3_runn_5tg3 running?
  def running? (*args)
    return false if $game_message.override_run
    return modral_atsys3_runn_5tg3 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice + Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_plus (choice_s, ind)
    # Choice + Processing
    if @list[ind].code == 108 # Comment
      string = @list[ind].parameters[0].dup
      ind2 = ind + 1
      while @list[ind2].code == 408
        string += @list[ind2].parameters[0]
        ind2 += 1
      end
      string.gsub (/\\\+{(.+?)}/im) { choice_s += $1.to_s; "" }
      choice_s.gsub! (/\n/)                   { "" }            # Remove \n
    end
    return choice_s, ind
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice Switch
  #    s : the choice string
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_switch (s)
    del = false
    dis = false
    s.gsub! (/\\SOFF\[(\d+)\]/i) { del = true if $game_switches[$1.to_i]; "" }
    s.gsub! (/\\SON\[(\d+)\]/i) { del = true if !$game_switches[$1.to_i]; "" }        
    if !del
      s.gsub! (/\\D\[(\d+)\]/i) { dis = true if !$game_switches[$1.to_i]; "" }
      s.gsub! (/\\D!\[(\d+)\]/i) { dis = true if $game_switches[$1.to_i]; "" }
      s.gsub! (/\\SKIP/i) { "\x1e" }
      s.gsub! (/\\PB/i) { "" } # Delete any page breaks.
      $game_message.convert_special_characters (s)
      s.gsub! (/\x16/) { "\x00" }        # Force Line Break
    end
    return s, del, dis
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice Help
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def choice_help (choice_s)
    help_text = ""
    choice_s.gsub! (/\x1a{(.+?)}/im) { help_text += $1.to_s; "" }
    return choice_s, help_text
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change ATS parameter for next message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ats_next (parameter, *args)
    $game_message.send ("#{parameter}=".to_sym, *args) unless args.empty?
    return $game_message.send (parameter)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change ATS
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ats_all (parameter, *args)
    $game_ats.send ("#{parameter}=".to_sym, *args) unless args.empty?
    $game_message.send ("#{parameter}=".to_sym, *args) unless args.empty?
    return $game_message.send (parameter)
  end
end

#==============================================================================
# ** P_Formatter_ATS
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  A special formatter class designed to accomodate ATS message codes
#==============================================================================

class P_Formatter_ATS
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :bitmap
  attr_reader   :force_break
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (font = nil)
    @bitmap = Bitmap.new (1, 1)
    @bitmap.font = font if font
    @curly_args_codes = ["\x19", "\x1a", "\x7f"]
    @args_codes = ["\x01", "\x03", "\x05", "\x06", "\x08", "\x0b",
      "\x0c", "\x0d", "\x0e", "\x0f", "\x10", "\x11", "\x12", "\x13", "\x14",
      "\x15", "\x17", "\x18", "\x1b", "\x1f", "\xb0", "\xb1"]
    @no_args_codes = ["\x00", "\x02", "\x04", "\x07", "\x09", "\x16", "\x1c",
      "\x1d", "\x1e"]
    @force_break = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose
    @bitmap.dispose unless @bitmap.nil? || @bitmap.disposed?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Format By Line
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def format_by_line (string, width)
    @string = string
    @max_width = width
    @justify = $game_message.justified_text
    return 0, 0, @justify if string.empty?
    @line_width = 0
    @word_length = 0
    @w_draw_count = 0
    @l_draw_count = 0
    @curly_argument = 0
    @code_argument = 0
    # Set up
    @line_space = 0
    @last_word = 0
    @break_loop = false
    @last_space_counted = false
    @force_break = false
    i = 0
    while !@break_loop
      if i >= @string.size
        if @l_draw_count != 0
          @l_draw_count += 1
          @line_width += @bitmap.text_size (" ").width
        end
        @l_draw_count += @w_draw_count
        @line_width += @word_length
        next_line (i)
      else
        format_character (i)
        i += 1
      end
    end
    return @line_space, @l_draw_count, @justify
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Format Character
  #    i : index of character to format, or the character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def format_character (i)
    character = @string[i, 1]
    if @curly_argument > 0
      @curly_argument -= 1 if character == "}"
    elsif @code_argument > 0
      @code_argument -= 1 if character == ">"
    elsif @curly_args_codes.include? (character)
      extract_curly_args_code (character, i)
    elsif @args_codes.include? (character)
      extract_args_code (character, i)
    elsif @no_args_codes.include? (character)
      extract_no_args_code (character, i)
    elsif character == " "
      next_word (i)
      return if @break_loop
      @line_width += @bitmap.text_size (" ").width
      @l_draw_count += 1
      @last_space_counted = true
    else # Regular Character
      @word_length += @bitmap.text_size(character).width
      @w_draw_count += 1
      if i == @string.size - 1 && @line_width + @word_length > @max_width
        next_line (@last_word)
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Next Word
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def next_word (i)
    if @line_width + @word_length > @max_width
      if @line_width == 0
        @last_word = i
        @line_width = @word_length
        @l_draw_count = @w_draw_count
        @word_length = 0
        @w_draw_count = 0
      end
      next_line (@last_word)
    end
    @last_word = i
    @line_width += @word_length
    @l_draw_count += @w_draw_count
    @word_length = 0
    @w_draw_count = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Proceed to Next Line
  #    last_word : the index of the beginning of the previous word
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def next_line (last_word)
    @justify = false if last_word == @string.size
    @string[last_word, 1] = "\x00"
    if @last_space_counted
      @line_width -= @bitmap.text_size (" ").width
      @l_draw_count -= 1
    end
    # Calculates the blank space left to cover in the line
    line_blank = @max_width - @line_width
    @line_space = ( line_blank.to_f / [(@l_draw_count.to_f - 1.0), 1.0].max )
    @break_loop = true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Extract Curly Argument Code
  #    code : the code to extract
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def extract_curly_args_code (code, index)
    @curly_argument += 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Extract Argument Code
  #    code : the code to extract
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def extract_args_code (code, index)
    case code
    when "\x0d" # Icon
      @w_draw_count += 1
      @word_length += 24
    when "\x0e" # Bold
      @bitmap.font.bold = (@string[index + 2, 1].to_i == 0)   
    when "\x0f" # Italic
      @bitmap.font.italic = (@string[index + 2, 1].to_i == 0)  
    when "\x10" # Shadow
      @bitmap.font.shadow = (@string[index + 2, 1].to_i == 0)
    when "\x13" # Font Name
      bmp = @bitmap
      bmp.font.name = bmp.font.name.to_ary if !bmp.font.name.is_a? (Array)
      @string[index, @string.size - index][/<(.*?)>/]
      bmp.font.name = ([$1.to_s] + bmp.font.name).uniq
    when "\x14" # Font Size
      @string[index, @string.size - index][/<(\d*)>/]
      @bitmap.font.size = $1.to_i
    when "\xb1" # Set Contents_X
      @string[index, @string.size - index][/<(\d*)>/]
      @word_length = $1.to_i
    end
    @code_argument += 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Extract No Argument Code
  #    code : the code to extract
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def extract_no_args_code (code, index)
    if ["\x00", "\x1d"].include? (code) # New line or New Page
      if @line_width + @word_length > @max_width
        next_line (@last_word)
      else
        @line_width += @word_length
        @l_draw_count += @w_draw_count
        line_blank = @max_width - @line_width
        @line_space = ( line_blank.to_f / [(@l_draw_count.to_f - 1.0), 1.0].max )
        @break_loop = true
        @justify = false
        @force_break = true
      end
    elsif code == "\x09" # Tab
      next_word (index)
      @line_width = $game_message.justified_text ? @line_width + 32 :((@line_width / 32) + 1)*32
    end
  end
end

#==============================================================================
# ** Sprite MessageFace
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This sprite displays face graphics
#==============================================================================

class Sprite_MessageFace < Sprite_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (face_file, face_index, viewport = nil)
    super (viewport)
    wdth, hght = $game_message.face_width, $game_message.face_height
    face = Cache.face (face_file)
    if face_file[/^\$/] != nil # SINGLE
      wdth = face.width if wdth <= 0
      wdth = [face.width, wdth].min
      hght = face.height if hght <= 0
      hght = [face.height, hght].min
      rect = Rect.new((face.width-wdth) / 2, (face.height-hght) / 2, wdth, hght)
    else
      # Resize if face smaller than allotted size
      wdth = face.width / 4 if wdth <= 0
      wdth = [face.width / 4, wdth].min
      hght = face.height / 2 if hght <= 0
      hght = [face.height / 2, hght].min
      rect = Rect.new(0, 0, wdth, hght)
      rect.x = (face_index % 4) * wdth + ((face.width / 4) - wdth) / 2
      rect.y = (face_index / 4) * hght + ((face.height / 2) - hght) / 2
    end
    self.bitmap = Bitmap.new (rect.width, rect.height)
    self.bitmap.blt(0, 0, face, rect)
    self.mirror = $game_message.face_mirror
    self.blend_type = $game_message.face_blend_type
    self.visible = false
    self.opacity = $game_message.face_fadein ? 0 : $game_message.face_opacity
    $game_message.face_width, $game_message.face_height = rect.width, rect.height
  end
end

#==============================================================================
# ** Sprite SpeechTag
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This sprite displays the tag when speaking
#==============================================================================

class Sprite_SpeechTag < Sprite
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader :speech_tag_index
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (viewport = nil, *args)
    @border_sprite = Sprite.new (viewport)
    super (viewport, *args)
    @border_sprite.z = self.z + 1
    @bitmaps = []
    reset_graphic
    self.visible = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose (*args)
    if self.bitmap
      self.bitmap.dispose
      @border_sprite.bitmap.dispose
    end
    @border_sprite.dispose
    super (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reset Graphic
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset_graphic (index = $game_message.speech_tag_index)
    return if @speech_tag_index == index
    @speech_tag_index = index
    return if index < 0
    begin
      bitmap = Cache.system ($game_message.speech_tag_graphics[index])
    rescue
      return
    end
    @bitmaps.each { |bmp| bmp.dispose unless bmp.disposed? }
    @bitmaps.clear
    dummy_bmp = Bitmap.new (bitmap.width / 2, bitmap.height / 2)
    src_rect = Rect.new (0, 0, bitmap.width / 2, bitmap.height / 2)
    for i in 0...4
      new_bmp = dummy_bmp.dup
      src_rect.x, src_rect.y = (i % 2)*new_bmp.width, (i / 2)*new_bmp.height
      new_bmp.blt (0, 0, bitmap, src_rect)
      @bitmaps.push (new_bmp)
    end
    dummy_bmp.dispose
    self.bitmap = @bitmaps[0]
    @border_sprite.bitmap = @bitmaps[1]
    self.back_opacity = $game_message.message_backopacity
    self.opacity = $game_message.message_opacity
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Direction
  #    dir : 0 => Down; 2 => Up
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_direction (dir)
    self.bitmap = @bitmaps[dir]
    @border_sprite.bitmap = @bitmaps[dir + 1]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Back Opacity
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias back_opacity= opacity= unless self.method_defined? (:back_opacity=)
  def opacity= (value)
    self.back_opacity = (self.opacity*(value.to_f / 255.0)).to_i
    @border_sprite.opacity = value
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Visible
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def visible= (boolean)
    super (boolean)
    @border_sprite.visible = boolean
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * X=, Y=, Z=, Angle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for attr in ["x", "y", "z", "angle"]
    ATS_ATTR = <<_END_
      def #{attr}= (*args)
        old_val = self.#{attr}
        super (*args)
        diff = self.#{attr} - old_val
        @border_sprite.#{attr} += diff
      end
_END_
    eval (ATS_ATTR)
  end
end

#==============================================================================
# *** Window_MessageBase
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This module holds methods shared by all ATS windows
#==============================================================================

module Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Message Draw Icon
  #    allows for different opacities
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def message_draw_icon (icon_index, x, y, o = $game_message.message_fontalpha)
    bitmap = Cache.system("Iconset")
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    self.contents.blt(x, y, bitmap, rect, o)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Text Color
  #    n : either a windowskin palette or the array
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def text_color (n)
    if n.is_a? (Array)
      return Color.new (*n)
    else
      return super (n)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Alignment
  #    align : The alignment ( 1 => Centre, 2 => Right )
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_alignment (align = 1)
    # Get rest of line
    formatter = P_Formatter_ATS.new (self.contents.font.dup)
    ls, lc, j = formatter.format_by_line (@text.dup, @contents_width - @contents_x)
    formatter.dispose
    es = ls * (lc - 1)
    @contents_x += (es / 2)*align
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Message Character
  #    c : the character to be drawn
  #``````````````````````````````````````````````````````````````````````````
  #  This method utilizes the codes shared between the MessageBox, WordBox,
  # and ChoiceBox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_message_character (c, bmp = self.contents)
    @text = "" if @text.nil?
    case c
    when "\x01"                       # \C[n] (text character color change)
      @text.sub! (/<(#?)(.+?)>/i, "")
      if $1 == ""
        bmp.font.color = text_color($2.to_i)
        if $game_message.message_fontalpha != 255
          bmp.font.color.alpha = $game_message.message_fontalpha
        end
      else
        a = $2.to_s.scan (/../)
        bmp.font.color = text_color ([a[0].to_i (16), a[1].to_i (16), a[2].to_i (16), $game_message.message_fontalpha])
      end
    when "\x09"                       # Tab
      x = @line_x + (((@contents_x - @line_x).to_i / 32) + 1)*32
      highlight_underline (x - @contents_x)
      @contents_x = x
    when "\xb1"                        # Set Contents X
      @text.sub! (/<(\d*)>/, "")
      @contents_x = $1.to_i
      return false if self.is_a? (Window_Message)
    when "\x0d"                       # Icon
      @text.sub!(/<(\d*)>/, "")
      highlight_underline (24)
      message_draw_icon ($1.to_i, @contents_x, @contents_y)
      @contents_x += 24
      @contents_x += @ls if self.is_a? (Window_Message)
    when "\x0e"                       # Bold
      @text.sub!(/<([01])>/, "")
      bmp.font.bold = (Game_ATS::ATS_2 && $1.to_i == 0) ? !bmp.font.bold : $1.to_i == 0
    when "\x0f"                       # Italics
      @text.sub!(/<([01])>/, "")
      bmp.font.italic = (Game_ATS::ATS_2 && $1.to_i == 0) ? !bmp.font.italic : $1.to_i == 0
    when "\x10"                       # Shadow
      @text.sub!(/<([01])>/, "")
      bmp.font.shadow = (Game_ATS::ATS_2 && $1.to_i == 0) ? !bmp.font.shadow : $1.to_i == 0
    when "\x11"                        # Underline
      @text.sub!(/<([01])>/, "")
      @underline = (Game_ATS::ATS_2 && $1.to_i == 0) ? !@underline : $1.to_i == 0
    when "\x12"                        # Highlight
      @text.sub! (/<(-?\d+)>/, "")
      @highlight = $1.to_i
    when "\x13"                       # Font Name
      bmp.font.name = bmp.font.name.to_ary if !bmp.font.name.is_a? (Array)
      @text.sub!(/<(.*?)>/, "")
      bmp.font.name = ([$1.to_s] + bmp.font.name).uniq
    when "\x14"                       # Font Size
      @text.sub!(/<(\d*)>/, "")
      bmp.font.size = $1.to_i
    when "\x15"                       # Font Alpha
      @text.sub! (/<(\d*)>/, "")
      $game_message.message_fontalpha = $1.to_i
      bmp.font.color.alpha = $game_message.message_fontalpha
    when "\x18"                       # Alignment
      @text.sub! (/<([012])>/, "")
      return true if @align == $1.to_i
      @align = $1.to_i
      set_alignment (@align)
    else
      return false   
    end
    return true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Regular Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_regular_character (c, bmp = self.contents)
    c_width = bmp.text_size(c).width
    c_width += @ls if !@ls.nil?
    highlight_underline (c_width)
    bmp.draw_text(@contents_x, @contents_y, c_width + 4, @wlh, c)
    @contents_x += c_width
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Highlight and Underline section
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def highlight_underline (c_width)
    # Highlight
    if @highlight >=0
      hl_rect = Rect.new (@contents_x, @contents_y + 1, c_width, @wlh - 2)
      colour = text_color (@highlight)
      colour.alpha = 128 if colour.alpha > 128
      contents.fill_rect (hl_rect, colour)
    end
    # Underline
    if @underline
      y = @contents_y + contents.font.size + (@wlh - contents.font.size) / 2
      contents.fill_rect (@contents_x, y, c_width, 2, contents.font.color)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Background Sprite
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_back_sprite (dim, use_dim)
    @back_sprite.viewport = self.viewport
    bmp = Cache.system(dim)
    @back_sprite.bitmap = Bitmap.new (self.width, self.height)
    @back_sprite.bitmap.stretch_blt (@back_sprite.bitmap.rect, bmp, bmp.rect)
    if use_dim.is_a? (Integer)
      @back_sprite.visible = use_dim == 0 ? false : use_dim == 1 ? true : $game_message.background == 1
    else
      @back_sprite.visible = use_dim
    end
    @back_sprite.x = self.x
    @back_sprite.y = self.y
    @back_sprite.z = self.z - 10
    self.opacity = 0 if @back_sprite.visible
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * X, Y, Z
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for attr in ["x", "y", "z"]
    ATS_NAMATTR = <<__END__
      def #{attr}= (*args)
        old_val = self.#{attr}
        super (*args)
        diff = self.#{attr} - old_val
        @back_sprite.#{attr} += diff
      end
__END__
    eval (ATS_NAMATTR)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Top Row
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def top_row
    return super if !@wlh
    return self.oy / @wlh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Top Row
  #     row : row shown on top
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def top_row=(row)
    if !@wlh
      super (row)
    else
      row = 0 if row < 0
      self.oy = row * @wlh
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Number of Rows Displayable on 1 Page
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def page_row_max
    return super if !@wlh
    return (self.height - 32) / @wlh
  end
end

#==============================================================================
# ** Window_WordBox
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window will show a single line of text
#==============================================================================

class Window_WordBox < Window_Base
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (viewport, word, x = 0, y = 0, width = -1, height = 56, name = false)
    @back_sprite = Sprite.new (viewport)
    @text = $game_message.convert_special_characters (word)
    @wlh = name ? $game_message.name_wlh : $game_message.word_wlh
    @wlh = $game_message.wlh if @wlh < 0
    height = 32 + (((word.scan (/\x00/).size) + 1)*@wlh) if height == -1
    @underline = false
    @highlight = -1
    # Get Text Size
    dummy_formatter = P_Formatter_ATS.new
    lines = (@text + "\x00").scan (/.+?\x00/)
    tw = 32
    for line in lines
      ls, lc, j = dummy_formatter.format_by_line (line, 5000)
      tw1 = 5000 - (ls * (lc - 1))
      tw = tw1 if tw1 > tw
    end
    dummy_formatter.dispose
    if width < 0
      width = [(name ? tw + ($game_message.name_border_size*2) + 4 : tw + 36), 33].max
    end
    super (x, y, width, height)
    self.viewport = viewport
    self.openness = 0
    self.z = 300
    set_stats
    @contents_x, @line_x = 0, 0
    @contents_y = 0
    @contents_width = contents.width
    @align = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Stats
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_stats
    self.windowskin = Cache.system ($game_message.word_windowskin)
    self.opacity = $game_message.word_opacity
    self.back_opacity = $game_message.word_backopacity
    create_back_sprite ($game_message.word_dim, $game_message.word_use_dim)
    self.contents.font.name = $game_message.word_fontname
    self.contents.font.size = $game_message.word_fontsize
    self.contents.font.color = text_color ($game_message.word_fontcolour)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose (*args)
    @back_sprite.bitmap.dispose
    @back_sprite.dispose
    super (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Word
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_word (text = @text, bmp = self.contents)
    @text = text.dup
    loop do
      c = @text.slice!(/./m)            # Get next text character
      # Stop when text finished
      break if c.nil?    
      if !draw_message_character (c, bmp)
        if c == "\x00"
          @contents_y += @wlh
          @contents_x, @line_x = 0, 0
          set_alignment (@align)
        else
          draw_regular_character (c, bmp)
        end
      end
    end
  end
end

#==============================================================================
# ** Window_NameBox
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the name
#==============================================================================

class Window_NameBox < Window_WordBox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (name, viewport = nil)
    @word_sprite = Sprite_Base.new (viewport)
    wlh = $game_message.name_wlh > 0 ? $game_message.name_wlh : $game_message.wlh
    rows = (name.scan (/\x00/).size) + 1
    hght = [($game_message.name_border_size*2) + rows*wlh, 33].max
    super (viewport, name, 0, 0, -1, hght, true)
    self.viewport = viewport
    @word_sprite.x, @word_sprite.y = $game_message.name_border_size, $game_message.name_border_size
    @word_sprite.bitmap = Bitmap.new (self.width - (2*$game_message.name_border_size), self.height - (2*$game_message.name_border_size))
    @word_sprite.bitmap.font.name = $game_message.name_fontname
    @word_sprite.bitmap.font.size = $game_message.name_fontsize
    @word_sprite.bitmap.font.color = text_color ($game_message.name_fontcolour)
    @contents_x, @line_x = 2, 2
    draw_word (name, @word_sprite.bitmap)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Stats
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_stats
    self.opacity = $game_message.name_opacity
    self.back_opacity = $game_message.name_backopacity
    create_back_sprite ($game_message.name_dim, $game_message.name_use_dim)
    self.windowskin = Cache.system ($game_message.name_windowskin)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose (*args)
    super (*args)
    @word_sprite.bitmap.dispose
    @word_sprite.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * X, Y, Z
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  for attr in ["x", "y", "z"]
    ATS_NAMATTR = <<__END__
      def #{attr}= (*args)
        old_val = self.#{attr}
        super (*args)
        diff = self.#{attr} - old_val
        @word_sprite.#{attr} += diff
      end
__END__
    eval (ATS_NAMATTR)
  end
end

#==============================================================================
# ** Window_FaceBox
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window processes faces
#==============================================================================

class Window_FaceBox < Window_Base
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :busy
  attr_reader   :face_sprites
  attr_accessor :scroll_x
  attr_accessor :scroll_y
  attr_accessor :scroll_x_speed
  attr_accessor :scroll_y_speed
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (viewport)
    @back_sprite = Sprite.new (viewport)
    @face_sprites = []
    @animate_face_count = 0
    @fade_count = 0
    @active_face = 0
    @busy = false
    @scroll_x = 0
    @scroll_y = 0
    @scroll_x_speed = 8
    @scroll_y_speed = 8
    super (0, 0, 128, 128)
    self.viewport = viewport
    self.visible = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remake Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remake_window (width = $game_message.face_width, height = $game_message.face_height)
    self.width = [width + 2*$game_message.face_border_size, 33].max
    self.height = [height + 2*$game_message.face_border_size, 33].max
    create_contents
    self.windowskin = Cache.system ($game_message.face_windowskin)
    if $game_message.face_fadein
      self.back_opacity = 0
      @fade_count = $game_message.face_opacity
    else
      self.back_opacity = $game_message.face_opacity
    end
    create_back_sprite ($game_message.face_dim, $game_message.face_use_dim)
    self.visible = $game_message.face_window
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose (*args)
    super (*args)
    clear
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def clear
    @face_sprites.each { |face| face.dispose } # Dispose all faces
    @face_sprites.clear
    return if self.disposed?
    self.visible = false
    @busy = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    if !@face_sprites.empty? && @face_sprites[@active_face].visible
      # Update Fade In
      if @fade_count > 0
        speed = [$game_message.face_fade_speed, @fade_count].min
        @fade_count -= speed
        self.back_opacity += speed
        @face_sprites.each { |sprite| sprite.opacity += speed }
      end
      # Update Horizontal Scroll
      if @scroll_x != 0
        speed = @scroll_x > 0 ? [@scroll_x_speed, @scroll_x].min : [-1*@scroll_x_speed, @scroll_x].max
        self.x += speed
        @scroll_x -= speed
      end
      # Update Verticaltal Scroll
      if @scroll_y != 0
        speed = @scroll_y > 0 ? [@scroll_y_speed, @scroll_y].min : [-1*@scroll_y_speed, @scroll_y].max
        self.y += speed
        @scroll_y -= speed
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Animate Face
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def animate_face
    if @face_sprites.size > 1
      @face_sprites[@active_face].visible = false
      @animate_face_count = (@animate_face_count + 1) % $game_message.letters_per_face
      @active_face = (@active_face + 1) % @face_sprites.size if @animate_face_count == 0
      @face_sprites[@active_face].visible = true
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Pause Animation
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def pause
    return if @face_sprites.size < 2
    @face_sprites[@active_face].visible = false
    @active_face = 0
    @face_sprites[0].visible = true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Face
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_face (face_file, index = 0)
    clear
    name = face_file.dup
    loop do
      # Make face and store in @face_sprites unless invalied
      face = Sprite_MessageFace.new (name, index, self.viewport) rescue break
      @face_sprites.push (face)
      break unless $game_message.animate_faces
      # If face_file has a number appended, add all of it's animations
      if name[/\_(\d+)$/i] != nil 
        name.sub! (/(\d+)$/) { ($1.to_i + 1).to_s }
      elsif name[/^\!\[(\d+)\]./] != nil # If name has exclamation code
        # Take all animations from the same face file
        index += 1
        break if index == $1.to_i
      else
        break
      end
    end
    @active_face = 0
    @face_sprites[@active_face].visible = true if @face_sprites[@active_face]
    @busy = true
    remake_window
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Goal X; Goal Y : accomodate for scrolling
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def goal_x
    return self.x + @scroll_x
  end
  def goal_y
    return self.y + @scroll_y
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * X=; Y=; Z=
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def x= (value)
    super (value)
    @face_sprites.each { |sprite| sprite.x = self.x + $game_message.face_border_size}
  end
  def y= (value)
    super (value)
    @face_sprites.each { |sprite| sprite.y = self.y + $game_message.face_border_size}
  end
  def z= (value)
    super (value)
    @face_sprites.each { |sprite| sprite.z = self.z }
  end
end

#==============================================================================
# ** Window_ChoiceBox
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This makes a separate window for handling choices, if desired.
#==============================================================================

class Window_ChoiceBox < Window_Selectable
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (viewport = nil)
    font = Font.new ($game_message.choice_fontname, $game_message.choice_fontsize)
    @wlh = $game_message.choice_wlh > 0 ? $game_message.choice_wlh : $game_message.wlh
    width, height, line_num = prepare_choices (font.dup)
    @back_sprite = Sprite.new (viewport)
    super (0, 0, width, height)
    if line_num*@wlh > (height - 32)
      self.contents.dispose
      self.contents = Bitmap.new (width - 32, line_num*@wlh)
    end
    self.viewport = viewport
    self.windowskin = Cache.system ($game_message.choice_windowskin)
    self.opacity = $game_message.choice_opacity
    self.back_opacity = $game_message.choice_backopacity
    self.openness = 0
    self.contents.font = font
    self.contents.font.color = text_color ($game_message.choice_fontcolour)
    create_back_sprite ($game_message.choice_dim, $game_message.choice_use_dim)
    @spacing = $game_message.choice_spacing
    @column_max = $game_message.column_max
    @item_max = $game_message.choices.size
    @underline = false
    @highlight = -1
    @last_index = -1
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Prepare Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def prepare_choices (font)
    max_width = ($game_message.choice_width > 32 ? $game_message.choice_width : Graphics.width) - 32
    max_width = (max_width - ($game_message.choice_spacing*($game_message.column_max - 1))) / $game_message.column_max
    longest_line = 1
    line_num = 0
    formatter = P_Formatter_ATS.new (font)
    @group_sizes = []
    @choices = []
    group_size = 1
    $game_message.choices.each_index { |i|
      lines = []
      line_sizes = []
      if i % $game_message.column_max == 0
        if i != 0
          line_num += group_size
          @group_sizes.push (group_size)
        end
        group_size = 1
      end
      string = $game_message.choices[i].dup
      while !string.empty?
        ls, lc, j = formatter.format_by_line (string, max_width)
        length = max_width - (ls*(lc - 1))
        string.sub! (/(.*?)\x00/) { "" }
        lines.push ($1.to_s)
        line_sizes.push (length)
        longest_line = [length, longest_line].max
      end
      group_size = [group_size, lines.size].max
      @choices.push ([lines, line_sizes])
    }
    line_num += group_size
    @group_sizes.push (group_size)
    if $game_message.choice_width > 32
      width = $game_message.choice_width
      @line_size = max_width
    else
      width = 36 + ((longest_line + $game_message.choice_spacing)*$game_message.column_max) - $game_message.choice_spacing
      @line_size = longest_line
    end
    height = $game_message.choice_height > 32 ? $game_message.choice_height : 32 + (@wlh*[line_num, $game_message.row_max].min)
    return width, height, line_num
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    @choices.each_index { |i|
      @align = 0
      rect = item_rect (i)
      start_x = rect.x
      @contents_y = rect.y
      for j in 0...@choices[i][0].size
        @text = @choices[i][0][j].dup
        length = @choices[i][1][j]
        @contents_x, @line_x = start_x, start_x
        @contents_width = start_x + @line_size
        set_alignment (@align)
        while !@text.empty?
          c = @text.slice! (/./m)
          draw_regular_character (c) if !draw_message_character (c)
        end
        @contents_y += @wlh
      end
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Rect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def item_rect(index)
    rect = super (index)
    rect.y = 0
    for j in 0...(index / $game_message.column_max)
      rect.y += @group_sizes[j]
    end
    rect.y *= @wlh
    rect.height = @group_sizes[index / $game_message.column_max]*@wlh
    return rect
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Cursor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_cursor
    if @index < 0                   # If the cursor position is less than 0
      self.cursor_rect.empty        # Empty cursor
    else                            # If the cursor position is 0 or more
      @help_window.set_text (@index) if @help_window
      return if @index == @last_index
      if $game_message.skip_choices.include? (@index)
        mod = @index - @last_index
        @index = (@index + mod) % $game_message.choice_max
        return
      end
      rect = item_rect(@index)      # Get rectangle of selected item
      row = rect.y / @wlh           # Get current row
      # Scroll up if before the currently displayed
      self.top_row = row if row < top_row
      # Scroll down if after the currently displayed
      row += (rect.height / @wlh) - 1
      self.bottom_row = row if row > bottom_row
      rect.y -= self.oy             # Match rectangle to scroll position
      self.cursor_rect = rect       # Refresh cursor rectangle
      @last_index = @index
    end
  end
end

#==============================================================================
# ** Window ChoiceHelp
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows help text when hovering over choices
#==============================================================================

class Window_ChoiceHelp < Window_Base
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (choice_helps)
    @back_sprite = Sprite.new
    @choice_helps = []
    @underline = false
    @highlight = -1
    font = Font.new ($game_message.choicehelp_fontname, $game_message.choicehelp_fontsize)
    p_formatter = P_Formatter_ATS.new (font)
    longest_line = 1
    x, y = $game_message.choicehelp_x, $game_message.choicehelp_y
    width, height = $game_message.choicehelp_width, $game_message.choicehelp_height
    @wlh = $game_message.choicehelp_wlh < 0 ? $game_message.wlh : $game_message.choicehelp_wlh
    wdth = width > 0 ? width - 32 : 5000
    tallest = 1
    choice_helps.each { |string|
      s_d = $game_message.convert_special_characters (string.dup)
      s_d.gsub! (/\x16/) { "\x00" }
      lines = []
      line_lengths = []
      while !s_d.empty?
        ls, lc, j = p_formatter.format_by_line (s_d, wdth)
        line_lengths.push (wdth - (ls * (lc - 1)))
        lines.push (s_d.slice! (/.*?\x00/))
      end
      tallest = [tallest, lines.size].max
      @choice_helps.push ([lines, line_lengths])
    }
    p_formatter.dispose
    width = line_lengths.max + 32 if width < 0
    x = x >= 0 ? x : [(Graphics.width - width) / 2, 0].max
    y = $game_message.choicehelp_y < 0 ? 0 : $game_message.choicehelp_y
    width = [33, [width, Graphics.width - x].min].max
    height = height < 0 ? 32 + (tallest*@wlh) : [height, 33].max
    super (x, y, width, height)
    @contents_width = contents.width
    self.windowskin = Cache.system ($game_message.choicehelp_windowskin)
    self.opacity = $game_message.choicehelp_opacity
    self.back_opacity = $game_message.choicehelp_backopacity
    self.openness = 0
    create_back_sprite ($game_message.choicehelp_dim, $game_message.choicehelp_use_dim)
    self.contents.font = Font.new ($game_message.choicehelp_fontname, $game_message.choicehelp_fontsize)
    self.contents.font.color = text_color ($game_message.choicehelp_fontcolour)
    @index = -1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Text
  #    index : the index of the choice being highlighted
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_text (index)
    if index != @index
      return if self.disposed?
      contents.clear
      @index = index
      lines = @choice_helps[index][0]
      lengths = @choice_helps[index][1]
      @contents_y = $game_message.choicehelp_center ? (contents.height - (lines.size*@wlh)) / 2 : 0
      @align = 0
      lines.each_index { |i|
        @text = lines[i].dup
        @contents_x, @line_x = 0, 0
        set_alignment (@align)
        while !@text.empty? # Stop when text finished
          c = @text.slice!(/./m)            # Get next text character
          draw_regular_character (c) if !draw_message_character (c)
        end
        @contents_y += @wlh
      }
    end
  end
end

#==============================================================================
# ** Window_Gold
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    Make @closing and @opening publicly accessible
#==============================================================================

class Window_Gold
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader :closing
  attr_reader :opening
end

#==============================================================================
# ** Window_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    overwritten methods - create_back_sprite; update_message; update_cursor;
#      convert_special_characters; reset_window; draw_face; input_pause; z=;
#      close; visible=
#    aliased methods - initialize; dispose; update; update_show_fast; new_page;
#      start_message; new_line; finish_message; start_choice; terminate_message
#      start_number_input; input_choice
#    new methods - create_namebox; create_wordbox; create_choicebox;
#      create_choicehelp; remake_window; fit_window_to_text; set_position;
#      position_to_character; do_not_obscure_characters; set_face_position;
#      set_speechtag_position; set_name_position; set_choice_position;
#      dispose_ats_windows; update_letter_se; format_line; start_scroll_message;
#      contents_width; draw_message_character; set_alignment
#==============================================================================

class Window_Message
  include Window_MessageBase
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_win_msg_init_9id1 initialize
  def initialize (viewport = nil, *args)
    @back_sprite = Sprite.new
    modalg_ats3_win_msg_init_9id1 (*args)
    remake_window
    self.viewport = viewport ? viewport : Viewport.new (0, 0, Graphics.width, Graphics.height)
    self.viewport.z = self.z
    @face_window = Window_FaceBox.new (self.viewport)
    @speechtag_sprite = Sprite_SpeechTag.new (self.viewport)
    @longest_line = 0
    @scrolling = 0
    @review_scroll = 0
    @letter_se_count = 0
    @ls = 0
    @underline = false
    @highlight = -1
    @last_index = -1
    @align = 0
    @max_oy = 0
    @p_formatter = P_Formatter_ATS.new (self.contents.font.dup)
    @wlh = $game_message.wlh
    @anti_update = true if self.is_a? (Window_BattleMessage) # Yanfly Melody compatibility measure
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modrna_atxts3_dsps_9th5 dispose
  def dispose (*args)
    modrna_atxts3_dsps_9th5 (*args) # Run Original Method
    dispose_ats_windows
    @face_window.dispose
    @speechtag_sprite.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdrnalg_advtxt3_upd_3xa2 update
  def update (*args)
    # Graphic Novel Support
    if $game_message.graphic_novel && !self.is_a? (Window_BattleMessage)
      if $game_message.gn_press_or_toggle # Press
        self.viewport.visible = !Input.press? ($game_message.hide_button)
      else # Toggle
        self.viewport.visible = !self.viewport.visible if Input.trigger? ($game_message.hide_button)
      end
      return if !self.viewport.visible
    end
    [@choice_window, @choicehelp_window, @word_window, @name_window].each { |window|
      window.update if window && !window.disposed? }
    mdrnalg_advtxt3_upd_3xa2 (*args)
    # If Window opening, but no text and just a choice window.
    if @opening && $game_message.choice_window && @text.empty? && !$game_message.choices.empty?
      close
      $game_message.visible = @closing
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Background Sprite
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_back_sprite
    if @back_sprite
      @back_sprite.bitmap.dispose if @back_sprite.bitmap && !@back_sprite.bitmap.disposed?
      @back_sprite.dispose if !@back_sprite.disposed?
    end
    @back_sprite = Sprite.new (self.viewport)
    bmp = Cache.system($game_message.message_dim)
    @back_sprite.bitmap = Bitmap.new (self.width, self.height + 32)
    @back_sprite.bitmap.stretch_blt (@back_sprite.bitmap.rect, bmp, bmp.rect)
    @back_sprite.visible = (@background == 1)
    @back_sprite.x = self.x
    @back_sprite.y = self.y
    @back_sprite.z = 190
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Namebox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_namebox (name)
    @name_window.dispose unless @name_window.nil? || @name_window.disposed?
    return if name.empty?
    @name_window = Window_NameBox.new (name, self.viewport)
    @name_window.open
    set_name_position
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Wordbox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_wordbox (word)
    @word_window.dispose unless @word_window.nil? || @word_window.disposed?
    return if word.empty?
    x = $game_message.word_x
    y = $game_message.word_y == -1 ? @gold_window.y : $game_message.word_y
    @word_window = Window_WordBox.new (self.viewport, word, x, y, $game_message.word_width, $game_message.word_height)
    if $game_message.word_x == -1
      if $game_message.word_y == -1 && (@gold_window.opening || (@gold_window.openness == 255 && !@gold_window.closing))
        @word_window.x = @gold_window.x - @word_window.width
        if @word_window.x < 0
          val = @gold_window.y == 0 ? @gold_window.height : -1*@word_window.height
          @word_window.y += val
          @word_window.x = (Graphics.width - @word_window.width) / 2
        end
      else
        @word_window.x = (Graphics.width - @word_window.width) / 2
      end
    end
    @word_window.draw_word
    @word_window.open
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Choicebox
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_choicebox
    @choice_window = Window_ChoiceBox.new (self.viewport)
    @choice_window.z = self.z + 10
    @choice_window.open
    set_choice_position
    $game_message.choices.clear
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create ChoiceHelp Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_choicehelp
    @choicehelp_window = Window_ChoiceHelp.new ($game_message.help_choices)
    @choicehelp_window.open
    @choicehelp_window.viewport = self.viewport
    if $game_message.choicehelp_y < 0
      unless Graphics.height - @choicehelp_window.height < self.y + self.height
        @choicehelp_window.y = Graphics.height - @choicehelp_window.height
      end
    end
    @choicehelp_window.z = self.z + 5
    @choice_window.help_window = @choicehelp_window if @choice_window
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remake Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remake_window (width = $game_message.message_width, height = $game_message.message_height)
    return if width <= 32 || height <= 32
    self.width, self.height = width, height
    self.contents.dispose
    self.contents = Bitmap.new (width - 32, height - 32)
    create_back_sprite
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Fit Window to Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def fit_window_to_text
    all_lines = $game_message.texts.dup
    all_lines += $game_message.choices.dup if !$game_message.choice_window
    return if all_lines.size < 1
    @longest_line = 0
    con_hght = [$game_message.max_lines, all_lines.size].min
    $game_message.message_height = 32 + (con_hght*@wlh)
    $game_message.max_lines = con_hght
    # Get Width of longest line
    dummy_formatter = P_Formatter_ATS.new
    all_lines.each { |line|
      c_line = $game_message.convert_special_characters (line.dup)
      ls, lc, j = dummy_formatter.format_by_line (c_line, 5000)
      @longest_line = [@longest_line, (5000 - ls * (lc - 1))].max
      if @longest_line > (Graphics.width - 32)
        @longest_line = Graphics.width - 32
        break
      end
    }
    dummy_formatter.dispose
    $game_message.message_width = 32 + @longest_line
    $game_message.choice_on_line = false if $game_message.message_width + $game_message.choice_width > Graphics.width
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_position (x = $game_message.message_x, y = $game_message.message_y)
    if $game_message.character >= 0
      position_to_character ($game_message.character, $game_message.char_ref)
      self.x = $game_message.message_x
      self.y = $game_message.message_y
    else
      # Set the y position, either directly or by default
      if y == -1
        do_not_obscure_characters if $game_message.do_not_obscure
        self.y = ((Graphics.height - $game_message.message_height) / 2)*@position
      else
        self.y = y
      end
      if self.y < @gold_window.height
        @gold_window.y = Graphics.height - @gold_window.height
      else
        @gold_window.y = 0
      end
      # Set the x position
      if x == -1 # Centre by default
        self.x = (Graphics.width - $game_message.message_width) / 2
      else
        self.x = x
      end
    end
    set_face_position
    set_name_position
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Position To Character
  #    character_id : the character around which the message window is to go
  #    type : Over, Below, Left or Right of character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def position_to_character (character_id, type)
    whatever_fits = (type == 4)
    type = 0 if whatever_fits # Above if fits, else Under
    character = character_id == 0 ? $game_player : $game_map.events[character_id]
    # Do not change position if character does not exist
    return if character == nil
    # Do not change position if the character is not on screen.
    return unless character.screen_x.between? (0, Graphics.width) && character.screen_y.between? (0, Graphics.height)
    # Get the size of the character
    bmp = Cache.character (character.character_name).clone
    if character.character_name[/^.?\$/] == nil
      c_wdth, c_hght = bmp.width / 12, bmp.height / 8
    else
      c_wdth, c_hght = bmp.width / 3, bmp.height / 4
    end
    bmp.dispose
    # Centre X or Y depending on position
    if type % 2 == 0
      # Centre X
      x = [character.screen_x - (self.width / 2) , 0].max
      x = (x + self.width <= Graphics.width) ? x : Graphics.width - self.width
    else
      # Centre Y
      y = [character.screen_y - ((self.height + c_hght) / 2), 0].max
      y = (y + self.height <= Graphics.height) ? y : Graphics.height - self.height
    end
    case type
    when 0 # Over
      if whatever_fits && character.screen_y - c_hght - self.height < 0
        position_to_character (character_id, 2)
        return
      end
      y = [character.screen_y - c_hght - self.height, 0].max
    when 1 # Left
      x = [character.screen_x - (c_wdth / 2) - self.width, 0].max
    when 2 # Below
      y = [character.screen_y, Graphics.height - self.height].min
    when 3 # Right
      x = [character.screen_x + (c_wdth / 2), Graphics.width - self.width].min
    end
    $game_message.message_x = x
    $game_message.message_y = y
    if character_id >= 0 && $game_message.speech_tag_index >= 0
      set_speech_sprite_position (character.screen_x, character.screen_y, c_wdth, c_hght, type)
      position_to_character (character_id, 2) if whatever_fits && !@speechtag_sprite.visible
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Do Not Obstruct Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def do_not_obscure_characters
    obscured = [0, 0, 0]
    positions = [2, 0, 1]
    positions.delete (@position)
    positions.unshift (@position)
    positions.each { |pos|
      y = ((Graphics.height - $game_message.message_height) / 2)*pos
      range = y..(y + self.height)
      $game_message.obscure_characters.each { |id|
        char = id == 0 ? $game_player : $game_map.events[id]
        next if char.nil?
        range2 = (char.screen_y - $game_message.obscure_buffer)..char.screen_y
        obscured[pos] += 1 if range === range2.first || range2 === range.first
      }
      if obscured[pos] == 0
        @position = pos
        return
      end
    }
    @position = obscured.index (obscured.min)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Speech Sprite Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_speech_sprite_position (c_x, c_y, c_w, c_h, char_ref)
    @speechtag_sprite.opacity = $game_message.message_opacity
    @speechtag_sprite.set_direction (char_ref)
    @speechtag_sprite.x = c_x - (@speechtag_sprite.width / 2)
    if char_ref == 0
      return if $game_message.message_y < @speechtag_sprite.height - 16
      @speechtag_sprite.y = c_y - c_h - @speechtag_sprite.height
      $game_message.message_y -= (@speechtag_sprite.height - 16)
      @speechtag_sprite.visible = true
    elsif char_ref == 2
      return if $game_message.message_y + (@speechtag_sprite.height - 16) > Graphics.height
      @speechtag_sprite.y = c_y
      $game_message.message_y += @speechtag_sprite.height - 16
      @speechtag_sprite.visible = true
    else
      @speechtag_sprite.visible = false
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Face Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_face_position (x = $game_message.face_x, y = $game_message.face_y)
    return if @face_window.nil? || @face_window.disposed?
    # Determine Goal X
    if x == -1
      if $game_message.face_side
        x = (self.x + 16 - $game_message.face_border_size) + $game_message.face_offset_x
      else
        x = (self.x + self.width - @face_window.width - 16 + $game_message.face_border_size) - $game_message.face_offset_x
      end
    end
    if y == -1
      if @face_window.height < self.height
        y = self.y + ((self.height - @face_window.height) / 2) # Centre
      else
        y = (self.y + self.height) - @face_window.height
      end
      y = self.y if y < 0 # Align to top of window if out of bounds
      y += $game_message.face_offset_y
    end
    # Set up Horizontal Scroll
    if $game_message.face_scroll_x
      left = x + @face_window.width
      right = Graphics.width - x
      if left < right
        @face_window.x = -1*@face_window.width
        @face_window.scroll_x = left
        @face_window.scroll_x_speed = left / $game_message.face_scroll_speed
      else
        @face_window.x = Graphics.width
        @face_window.scroll_x = -1*right
        @face_window.scroll_x_speed = right / $game_message.face_scroll_speed
      end
    else
      @face_window.x = x
    end
    # Set up Vertical Scroll
    if $game_message.face_scroll_y
      up = y + @face_window.height
      down = Graphics.height - y
      if up < down
        @face_window.y = -1*@face_window.height
        @face_window.scroll_y = up
        @face_window.scroll_y_speed = up / $game_message.face_scroll_speed
      else
        @face_window.y = Graphics.height
        @face_window.scroll_y = -1*down
        @face_window.scroll_y_speed = down / $game_message.face_scroll_speed
      end
    else
      @face_window.y = y
    end
    # If there is overlap and meant to fit to text_size
    if $game_message.fit_window_to_text && @longest_line > 0
      con_x, con_w = contents_width (-1)
      $game_message.message_width = @longest_line + contents.width + 32 - con_w
      remake_window
      if self.x + self.width > Graphics.width
        diff = self.x - (Graphics.width - self.width)
        self.x -= diff
        @face_window.x -= diff
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Name Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_name_position (x = $game_message.name_x, y = $game_message.name_y)
    return if @name_window.nil? || @name_window.disposed?
    # Set NameBox coordinates
    if y == -1
      y = self.y - @name_window.height + $game_message.name_offset_y
      y = self.y + self.height - $game_message.name_offset_y if y < 0
    end
    if x == -1
      if $game_message.face_side
        x = self.x + $game_message.name_offset_x
      else
        x = self.x + self.width - @name_window.width - $game_message.name_offset_x
      end
      # If face is showing
      if @face_window.busy
      # If overlap with face
        if ((@face_window.goal_y + $game_message.face_border_size + 1).between? (y, y + @name_window.height) ||
          y.between? (@face_window.goal_y + $game_message.face_border_size + 1, @face_window.goal_y + @face_window.height)) &&
          (x.between? (@face_window.goal_x + $game_message.face_border_size, @face_window.goal_x + @face_window.width) ||
          @face_window.goal_x.between? (x, x + @name_window.width))
          if $game_message.face_side
            x = @face_window.goal_x + @face_window.width
          else
            x = @face_window.goal_x - @name_window.width
          end
        end
      end
    end
    @name_window.x = x
    @name_window.y = y
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Choice Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_choice_position (x = $game_message.choice_x, y = $game_message.choice_y)
    return if @choice_window.nil? || @choice_window.disposed?
    if y == -1
      if self.openness == 0
        y = (Graphics.height - @choice_window.height) / 2
      else
        y = self.y - @choice_window.height + $game_message.choice_offset_y
        y = self.y + self.height - $game_message.choice_offset_y if y < 0
      end
    end
    if x == -1
      choice_side = $game_message.choice_opposite_face ? !$game_message.face_side : $game_message.face_side
      if self.openness == 0
        x = (Graphics.width - @choice_window.width) / 2
      elsif choice_side
        x = self.x - $game_message.choice_offset_x
      else
        x = self.x + self.width - @choice_window.width + $game_message.choice_offset_x
      end
    end
    @choice_window.x = x
    @choice_window.y = y
    @choice_window.y = self.y if $game_message.choice_on_line
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose Windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose_ats_windows
    ats_windows = [@name_window, @word_window, @choice_window, @choicehelp_window]
    ats_windows.each { |window| window.dispose unless window.nil? || window.disposed? }
    @name_window = nil
    @word_window = nil
    @choice_window = nil
    @choicehelp_window = nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Show Fast
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mrnagb_atsys3_updshfst_6yv3 update_show_fast
  def update_show_fast (*args)
    real_count = @wait_count
    @wait_count = 2 if $game_message.skip_disabled
    mrnagb_atsys3_updshfst_6yv3 (*args) # Run Original Method
    @wait_count = real_count
    @face_window.update
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_message
    loop do
      if @scrolling > 0
        speed = [$game_message.scroll_speed, @scrolling].min
        @scrolling -= speed
        self.oy += speed
        if @scrolling <= 0 && self.contents.height < self.oy + self.height - 32
          bmp = self.contents
          # Max # of lines before cutting top out approx. 200
          if self.contents.width * (self.oy + self.height - 32) < 2500000
            self.contents = Bitmap.new (self.contents.width, self.oy + self.height - 32)
            self.contents.font = bmp.font.dup
            src_rect = bmp.rect
          else
            src_rect = Rect.new (0, @wlh, bmp.rect.width, bmp.rect.height - @wlh)
          end
          self.contents.blt (0, 0, bmp, src_rect)
          bmp.dispose if src_rect.y != 0
        end
        break
      end
      c = @text.slice!(/./m)            # Get next text character
      # If no text left
      if c.nil?
        if @choice_sizes
          @choice_sizes[-1].push (@line_count - @choice_sizes[-1][0])
        end
        if $game_message.choices.empty?
          $game_message.choice_start = @choice_sizes[0][0] if @choice_sizes
          finish_message                  # Finish update
          break
        else
          if @choice_sizes.nil?
            $game_message.scroll_by_page = false
            if $game_message.choice_window
              create_choicebox
              finish_message
              return
            end
            if !$game_message.scrolling
              if $game_message.max_lines < @line_count + $game_message.choices.size
                self.pause = true
                $game_message.choice_start = 0
                @text = "\x1d"
              end
              $game_message.scrolling = true
              return
            end
            @choice_sizes = []
          end
          @text = "#{$game_message.choices.shift}\x00"
          # New line stuff
          format_line
          @choice_sizes.push ([@line_count])
          c = @text.slice!(/./m)            # Get next text character
        end
      end
      draw_message_character (c)
      break unless @show_fast || @line_show_fast || $game_message.message_speed < 0
      break if self.pause
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Letter SE
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_letter_se
    return if !$game_message.letter_sound || @show_fast || @line_show_fast ||
      $game_message.message_speed < 0
    # Randomize Pitch
    rp = $game_message.random_pitch
    $game_message.letter_se.pitch = rp.first + rand(rp.last - rp.first) unless rp.first == rp.last
    # Update Sound
    $game_message.play_se ($game_message.letter_se) if @letter_se_count == 0
    @letter_se_count = (@letter_se_count + 1) % $game_message.letters_per_se
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update cursor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_cursor
    return if @choice_window
    if @index >= 0
      @choicehelp_window.set_text (@index) if @choicehelp_window
      return if @index == @last_index
      if $game_message.skip_choices.include? (@index)
        mod = @last_index < @index ? 1 : -1
        @index = (@index + mod) % $game_message.choice_max
        return
      end
      row = @choice_sizes[@index][0]
      hght = @choice_sizes[@index][1]*@wlh
      y = (row) * @wlh
      x, con_width = contents_width (self.contents.height > self.height - 32 ? -1 : y)
      # Scroll up if before the currently displayed
      self.top_row = row if row < top_row
      row += @choice_sizes[@index][1] - 1
      # Scroll down if after the currently displayed
      self.bottom_row = row if row > bottom_row
      self.cursor_rect.set(x, y - self.oy, con_width, hght)
      @last_index = @index
    else
      self.cursor_rect.empty
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_atxs3_msgstrt_8ik3 start_message
  def start_message (*args)
    @starting = true
    @wlh = $game_message.wlh
    @align = 0
    @max_oy = 0
    @line_x = 0
    @underline = $game_message.underline
    @highlight = $game_message.highlight
    malg_atxs3_msgstrt_8ik3 (*args)
    @text.gsub! (/([^\s])\s*\x00/) { "#{$1} " } if $game_message.paragraph_format
    # Remove x00 from middle of wb and nb boxes
    @text.gsub! (/[\x19\x1a]{.*?}/) { |match| match.gsub (/\x00/) { "" } }
    @text.gsub! (/\x16/) { "\x00" }
    format_line
    self.windowskin = Cache.system ($game_message.message_windowskin).dup
    self.windowskin.clear_rect (80, 16, 32, 32) unless $game_message.scroll_show_arrows
    self.contents.font.name = $game_message.message_fontname
    self.contents.font.size = $game_message.message_fontsize
    @p_formatter.bitmap.font = self.contents.font.dup
    $game_message.play_se ($game_message.start_se) if $game_message.start_sound
    @starting = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Page
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malba_advts3_nwpge_7uj2 new_page
  def new_page (*args)
    if !$game_message.do_not_start || !@starting
      if @text.sub! (/\A\x17<(\d+)>/, "") != nil
        actor = $game_actors[$1.to_i]
        if !actor.nil?
          $game_message.face_name = actor.face_name
          $game_message.face_index = actor.face_index
        end
      end
      @face_window.clear if !@face_window.nil? && !@face_window.disposed?
      malba_advts3_nwpge_7uj2 (*args) # Run Original Method
      self.contents.font.color = text_color ($game_message.message_fontcolour)
      self.contents.font.color.alpha = $game_message.message_fontalpha if $game_message.message_fontalpha != 255
      self.oy = 0
    elsif (@line_count - (self.oy / @wlh)) >= $game_message.max_lines
      # If scrolling
      start_scroll_message if $game_message.scrolling
    end
    @contents_x, @contents_width = contents_width
    @line_x = @contents_x
    unless @starting
      @text.sub! ("\x00", " ") if @text && $game_message.paragraph_format && !(@p_formatter && @p_formatter.force_break)
      format_line
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New Line
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_nl_scroll_0ol2 new_line
  def new_line (*args)
    modalg_ats3_nl_scroll_0ol2 (*args)
    @contents_y = @line_count*@wlh
    @contents_x, @contents_width = contents_width (@contents_y)
    @line_x = @contents_x
    format_line
    # If Reached end of page
    if (@line_count - (self.oy / @wlh)) >= $game_message.max_lines
      # Do not pause if message is over
      return if @text == "" && ($game_message.choices.empty? || $game_message.choice_window)
      # If scrolling
      if $game_message.scrolling
        start_scroll_message
      else
        self.pause = true
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Format Line
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def format_line
    if $game_message.paragraph_format
      @ls, dc, justify = @p_formatter.format_by_line (@text, @contents_width)
    else
      @ls = 0
    end
    set_alignment (@align) if @align != 0
    @ls = 0 if @ls > 0 && (!justify || @align != 0)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Special Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def convert_special_characters
    $game_message.convert_special_characters (@text)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Window Background and Position
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset_window
    @background = $game_message.background
    @position = $game_message.position
    $game_message.choice_on_line = false if $game_message.choice_width < 32
    fit_window_to_text if $game_message.fit_window_to_text
    if $game_message.choice_window && $game_message.choice_on_line
      $game_message.message_width = [$game_message.message_width, Graphics.width - $game_message.choice_width].min
      total_width = $game_message.message_width + $game_message.choice_width
      if $game_message.message_x == -1
        $game_message.message_x = (Graphics.width - total_width) / 2
      elsif $game_message.message_x + total_width > Graphics.width
        $game_message.message_x = Graphics.width - total_width
      end
      choice_side = $game_message.choice_opposite_face ? !$game_message.face_side : $game_message.face_side
      if choice_side
        $game_message.choice_x = $game_message.message_x
        $game_message.message_x += $game_message.choice_width
      else
        $game_message.choice_x = $game_message.message_x + $game_message.message_width
      end
      $game_message.choice_height = $game_message.message_height
    end
    remake_window unless $game_message.do_not_start
    # Set opacity
    self.opacity = @background == 0 ? $game_message.message_opacity : 0
    self.back_opacity = $game_message.message_backopacity
    # Remake speech bubble if different
    @speechtag_sprite.reset_graphic
    @speechtag_sprite.z = self.z + 1
    if @text.include? ("\x1c")
      @text = ""
      self.openness = 0 unless $game_message.do_not_refresh
    end
    set_position
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Finish Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malbra_ats3_fnmsg_7uj2 finish_message
  def finish_message (*args)
    @face_window.pause
    $game_message.play_se ($game_message.finish_se) if $game_message.finish_sound
    malbra_ats3_fnmsg_7uj2 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Choices
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modrn_ats3_strtchc_5sf2 start_choice
  def start_choice (*args)
    modrn_ats3_strtchc_5sf2 (*args)
    $game_message.move_when_visible = false
    if @choice_window
      self.index = -1
      @choice_window.index = 0
    end
    create_choicehelp if !$game_message.help_choices.empty?
    @max_oy = [(@line_count - $game_message.max_lines)*@wlh, 0].max
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Number Input
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgr_advts3_strtnuminp_8qw2 start_number_input
  def start_number_input (*args)
    malgr_advts3_strtnuminp_8qw2 (*args) # Run Original Method
    if $game_message.scrolling
      self.oy += @wlh if @line_count >= $game_message.max_lines
      @number_input_window.y -= self.oy
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Scroll Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start_scroll_message
    scroll_plus = @wlh
    scroll_plus *= $game_message.max_lines if $game_message.scroll_by_page
    @scrolling += scroll_plus
    @show_fast = false
    if $game_message.scroll_autopause && !@text.nil? && !@text.empty?
      self.pause = true
      $game_message.play_se ($game_message.pause_se) if $game_message.pause_sound
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * End Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modal_atsv3_trmmsg_8yx4 terminate_message
  def terminate_message (*args)
    if !$game_message.do_not_refresh
      if !@face_window.nil? && !@face_window.disposed?
        if self.is_a? (Window_BattleMessage)
          @face_window.visible = false
          @face_window.clear
          create_contents if contents.height > height - 32
          self.oy = 0
        end
      end
      dispose_ats_windows
    else
      @choice_window.dispose if @choice_window && !@choice_window.disposed?
      @choicehelp_window.dispose if @choicehelp_window && !@choicehelp_window.disposed?
      @choice_window = nil
      @choicehelp_window = nil
    end
    $game_message.play_se ($game_message.terminate_se) if $game_message.terminate_sound
    modal_atsv3_trmmsg_8yx4 (*args) # Run Original Method
    @last_index = -1
    @choice_sizes = nil
    @speechtag_sprite.visible = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Contents Width
  #    y : the line to check it on
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def contents_width (y = 0)
    # If can scroll, make sure no overlap over whole range. Get the ranges
    if y < 0 || ($game_message.scrolling && $game_message.texts.size > $game_message.max_lines)
      m_range = (self.y + 16)..(self.y + 16 + ($game_message.max_lines*@wlh))
    else
      screen_y = self.y + 16 + y - self.oy
      m_range = screen_y..screen_y + @wlh
    end
    return 0, contents.width if @face_window.z < self.z
    f_range = @face_window.goal_y..(@face_window.goal_y + @face_window.height)
    # If there is overlap with the face window
    if @face_window.busy && (m_range === f_range.first || f_range === m_range.first)
      left = @face_window.goal_x - (self.x + 20)
      right = self.x + self.width - 20 - (@face_window.goal_x + @face_window.width)
      if left >= right
        return 0, left
      else
        return @face_window.goal_x + @face_window.width - (self.x + 12), right
      end
    end
    return 0, contents.width # Start X, total width
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Face
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_face (face_file, face_index, *args)
    @face_window.set_face (face_file, face_index)
    set_face_position
    @face_window.z = self.z + $game_message.face_z
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Message Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_message_character (c)
    return if super (c)
    case c
    when "\x00"                       # New line
      new_line
    when "\x02"                       # \G    (gold display)
      @gold_window.refresh
      @gold_window.openness > 0 ? @gold_window.close : @gold_window.open
    when "\x03"                       # \W[x]     (Wait x frames)
      @text.sub!(/<(\d+)>/, "")
      @wait_count = $1.to_i
      @face_window.pause
      @show_fast, @line_show_fast = false, false
    when "\x04"                       # \!        (Wait for input)
      self.pause = true
      $game_message.play_se ($game_message.pause_se) if $game_message.pause_sound
      @show_fast, @line_show_fast = false, false
    when "\x05"                       # \/@  (Fast display ON)
      @text.sub!(/<([01])>/, "")
      @line_show_fast = (Game_ATS::ATS_2 && $1.to_i == 0) ? !@line_show_fast: $1.to_i == 0
    when "\x06"                       # \/@@  (Fast display OFF)
      @text.sub!(/<([01])>/, "")
      @show_fast = (Game_ATS::ATS_2 && $1.to_i == 0) ? !@show_fast : $1.to_i == 0
    when "\x07"                       # \^  (No wait for input)
      @pause_skip = true
    when "\x08"                       # Speed Change
      @text.sub!(/<(=?-?\d+)>/, "")
      s = $1.to_s
      s.sub! (/(=)/, "")
      if $1.nil?
        $game_message.message_speed = [$game_message.message_speed + s.to_i, -1].max
      else
        $game_message.message_speed = [s.to_i, -1].max
      end
    when "\x0b"                        # Show Animation
      # Extract Target and Graphic ID
      @text.sub! (/<(\d*),(\d*),([01])>/, "")
      return if self.is_a? (Window_BattleMessage)
      char = $1.to_i < 1 ? $game_player : $game_map.events[$1.to_i] # Target
      if char != nil
        $3.to_i == 0 ? char.animation_id = $2.to_i : char.balloon_id = $2.to_i
      end
    when "\x0c"                        # Position to Character
      @text.sub! (/<(\d+),([0-4])>/, "")
      return if self.is_a? (Window_BattleMessage)
      $game_message.character = $1.to_i
      $game_message.char_ref = $2.to_i
      set_position
      new_page
    when "\x17"                        # Use Actor Face
      @text.sub! (/<(\d+)>/, "")
      $game_message.face_name = $game_actors[$1.to_i].face_name
      $game_message.face_index = $game_actors[$1.to_i].face_index
      draw_face ($game_message.face_name, $game_message.face_index)
      set_name_position
    when "\x19"                       # Name Box
      @text.sub! (/{(.*?)}/, "")
      create_namebox ($1.to_s)
    when "\x1a"                       # Word Box
      @text.sub! (/{(.*?)}/, "")
      create_wordbox ($1.to_s)
    when "\x1b"                        # Play SE
      @text.sub! (/<(.+?),([MS]E)>/, "")
      $game_message.play_se ((RPG.const_get ($2.to_s)).new ($1.to_s))
    when "\x1d"                        # New Page
      create_contents
      new_page
    when "\x1f"                        # Position setting
      @text.sub! (/<([012]),(-?\d+),(-?\d+)>/, "" )
      return if self.is_a? (Window_BattleMessage)
      case $1.to_i
      when 0 then set_position ($2.to_i, $3.to_i)
      when 1 then set_face_position ($2.to_i, $3.to_i)
      when 2 then set_name_position ($2.to_i, $3.to_i)
      end
      new_page unless $1.to_i == 2
    when "\x7f"                        # Evaluate Code
      @text.sub! (/\{(.+?)#\}/, "")
      eval ($1.to_s)
    when "\xb0"                        # Enable/Disable Skipping
      @text.sub!(/<([01])>/, "")
      $game_message.skip_disabled = (Game_ATS::ATS_2 && $1.to_i == 0) ? !$game_message.skip_disabled : $1.to_i == 0
      @show_fast, @line_show_fast = false, false
    when "\xb1"                        # Set Contents X
      start_x, throwaway = contents_width (@contents_y)
      @contents_x += start_x
    else                               # Normal text character
      draw_regular_character (c)
      @wait_count += $game_message.message_speed if !@show_fast &&
        !@line_show_fast && $game_message.message_speed > 0
      update_letter_se
      @face_window.animate_face
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Alignment
  #    align : The alignment ( 1 => Centre, 2 => Right )
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_alignment (align = 1)
    # Get rest of line
    formatter = P_Formatter_ATS.new (self.contents.font.dup)
    txt = @text[/.*?\x00/]
    txt = "" if txt.nil?
    ls, lc, j = formatter.format_by_line (txt, @line_x + @contents_width - @contents_x)
    formatter.dispose
    es = ls * (lc - 1)
    @contents_x += (es / 2)*align
    @ls = 0 if align > 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Input Pause
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def input_pause (*args)
    # Allow to review message before inputting
    if $game_message.scroll_review
      if @review_scroll != 0
        scroll_plus = @review_scroll > 0 ? [@review_scroll, $game_message.scroll_speed].min :
          [@review_scroll, -1*$game_message.scroll_speed].max
        self.oy += scroll_plus
        self.oy = [[self.oy, 0].max, @max_oy].min
        @review_scroll -= scroll_plus
      end
      if Input.press? (Input::UP)
        @review_scroll -= $game_message.scroll_speed
      elsif Input.press? (Input::DOWN)
        @review_scroll += $game_message.scroll_speed
      end
    end
    # Original Method
    if Input.trigger?(Input::B) or Input.trigger?(Input::C)
      self.oy = @max_oy
      self.pause = false
      if @text != nil and not @text.empty?
        new_page if !$game_message.scrolling && @line_count >= $game_message.max_lines
      else
        terminate_message
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Choice Input
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modab_ats3_inptchc_7yh2 input_choice
  def input_choice (*args)
    if Input.trigger?(Input::C)
      indx = @choice_window ? @choice_window.index : self.index
      if $game_message.disabled_choices.include? (indx)
        Sound.play_buzzer
      else
        Sound.play_decision
        $game_message.choice_proc.call(indx)
        terminate_message
      end
      return
    end
    modab_ats3_inptchc_7yh2 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Pause=
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malabra_ats3_setpause_8uj2 pause= unless self.method_defined? (:malabra_ats3_setpause_8uj2)
  def pause= (boolean)
    malabra_ats3_setpause_8uj2 (boolean)
    if boolean
      @max_oy = self.oy
      @face_window.pause
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Z=
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def z= (*args)
    diff = -1*self.z
    super (*args)
    diff += self.z
    ats_gfx = [@face_window, @name_window, @word_window, @speechtag_sprite,
      @back_sprite, @choice_window, @choicehelp_window]
    ats_gfx.each { |gfx| gfx.z += diff unless gfx.nil? }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Visible =
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def visible= (boolean)
    super (boolean)
    @face_window.clear if @face_window && !@face_window.disposed? && !boolean
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Close
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def close (*args)
    super (*args)
    if !@face_window.nil? && !@face_window.disposed?
      @face_window.clear
      @face_window.close
    end
    @name_window.close if @name_window && !@name_window.disposed?
  end
end

#==============================================================================
# ** Window_BattleMessage
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - initialize
#    overwritten method - draw_line
#==============================================================================

class Window_BattleMessage
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modrna_ynfl_melatscomp_5yh2 initialize
  def initialize (*args) # Yanfly Melody compatibility measure
    modrna_ynfl_melatscomp_5yh2 (*args)
    @anti_update = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Line
  #    index : the line to draw on
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_line(index)
    return if !@text.nil?
    rect = Rect.new(0, 0, 0, 0)
    rect.x += 4
    rect.y += index * @wlh
    rect.width = contents.width - 8
    rect.height = @wlh
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    @wlh = $game_message.battle_wlh
    @text = @lines[index].dup
    convert_special_characters
    @contents_x = rect.x
    @contents_y = rect.y
    loop do
      c = @text.slice!(/./m)            # Get next text character
      # Stop when text finished
      break if c.nil?    
      draw_message_character (c)
    end
    @text = nil
  end
end

#==============================================================================
# ** Scene_Title
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#      aliased method - create_game_objects
#==============================================================================

class Scene_Title
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Game Objects
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_gm_obj_create create_game_objects
  def create_game_objects (*args)
    # Create the object which holds default values for message
    $game_ats = $ats_default = Game_ATS.new
    # Run original method
    modalg_ats3_gm_obj_create (*args)
  end
end

#==============================================================================
# ** Scene_File
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#      aliased methods - write_save_data; read_save_data
#==============================================================================

class Scene_File
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Write Save Data
  #       file : the file being written to
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_write_save write_save_data
  def write_save_data (file, *args)
    # Run Original Method
    modalg_ats3_write_save (file, *args)
    Marshal.dump($game_ats,         file)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Read Save Data
  #       file : the file being read from
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_ats3_read_save_data read_save_data
  def read_save_data (file, *args)
    # Run Original Method
    modalg_ats3_read_save_data (file, *args)
    begin
      $game_ats = $ats_default = Marshal.load (file)
    rescue # Initialize if old save
      $game_ats = $ats_default = Game_ATS.new
      $game_message.clear
    end
  end
end
hey man i been looking for someone to help me translate some games, you think you could give me some pointers? im starting to get the hang of the basics.
 
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