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Chatter Messages (Yami Pop Messages Addon)

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Get it here:

pastebin

 

What the script does (copied from the header of the script):

Spoiler
  1. #==============================================================================
  2. What it does:
  3. 1-Allows you to use 'chatter' messageboxes. The difference from normal messages
  4.   is that they don't pause the game and don't close by pressing the action key.
  5.   Instead you provide the message with a timer and it will close automically
  6.   when the time is up. Another difference is that several chatter messages can
  7.   be active at once (though there is a limit (6 by default) which you can adjust
  8.   by chaning MAX_MSGS a bit lower down).
  9.   To make a message into 'chatter' use the '<cm:X>' tag in your message, where X
  10.   is the duration in seconds (IMPORTANT: THIS TAG HAS TO BE ON THE FIRST LINE
  11.   OF THE MESSAGE TO WORK).
  12.   Set X to a negative number and the message will last forever.
  13.   You can use this method in a script call to close all chatter messages:
  14.   clear_chatter
  15.  
  16. 2-By default Pop messages show a speech bubble tag of sorts so it's easier to
  17.   see which character the message belongs to.
  18.   I changed that code a bit and added option of showing a speech bubble tag or
  19.   thought bubble tag for the chose character.
  20.   Speech bubble tag is the same message tag as previous: \bm[x]
  21.   While thought bubble tag is: \bmt[x]
  22.  
  23. 3-By defauult Pop messages don't work during combat. Now they do.
  24.   It works mostly like normal. Use \bm[x] or \bmt[x] to show a pop message.
  25.   The difference is that to apply the pop message to an enemy, make x a positive
  26.   number. So enemy 1 \bm[1] and enemy 4 would be \bm[4]
  27.   Meanwhile actors use negative numbers. Like so: actor 1= \bm[-1]
  28.   HOWEVER, for pop messages to work for actors they needed to have a visual
  29.   battler. And I can't guarantee it will work with all actor battler scripts.
  30.   The only one I can guarantee works is Jet's sideview battlers since it's what
  31.   I use.
  32.   One problem with Pop messages in battler is that if a battle has a different
  33.   size than a normal character sprite the message box will get a bit missplaced.
  34.   To fix that I added to other messagebox tags to use to change the position.
  35.   \ox[X] - Offsets the messagebox position horizontally by X pixels.
  36.   \oy[X] - Offsets the messagebox position vertically by X pixels.
  37.  
  38. Please note if you are using Yanfly's core script & Yanfly's Ace Message script
  39.   together. You need to set FONT_NAME in the core script to have the same value
  40.   as MESSAGE_WINDOW_FONT_NAME in the ace message script. Otherwise when these
  41.   two are combined it will sometimes cause the width of text to be
  42.   miss-measured. This wouldn't cause much of a problem normally, but when using
  43.   pop messages which measure the width of the text to set the width of the
  44.   message box it can cause big problems. (the other font settings on the two
  45.   scripts (that is bold, italic, shadow and outline) should preferably also be
  46.   the same on both)
  47.  
  48. VERSION 1.1 ADDITIONS:
  49.  
  50. 1-Added text sound. You can add different text sounds in the TEXT_SOUNDS hash
  51.   in the config area (further instructions on adding sounds there). By default
  52.   messages won't have sound. To add it use this tag: <ts:x>   where x is a key
  53.   that exists in the TEXT_SOUNDS hash.
  54.  
  55. 2-Added Message box background tones. This allows you to specify different
  56.   background colors for your message boxes. You can add different tones in the
  57.   WINDOW_TONES has in the config area (further instructions on adding tones
  58.   there). By default it will use the normal window tone. To use one of the tones
  59.   in the WINDOW_TONES has use this tag: <bc:x>  where x is a key that exists in
  60.   the WINDOW_TONES hash.
  61.  
  62. 3-Sometimes you might want to change font size in your message, multiple times,
  63.   or do other things that might affect the size required by your message and
  64.   therefore cause the size of the message window too be to big or too small. So
  65.   I added a tag to use to adjust the message window size: <pms:x,y> . It changes
  66.   Pop Message Size, adjusting the width by x and height by y. So if you put
  67.   <pms:20,-10> in your message it will increase the width of the window by 20
  68.   and decrease the height by 10.
  69.  
  70. 4-If you're like me you think it's annoying to have to remember which event has
  71.   what id when writing messages and it's further annoying to have to write so
  72.   many tags for each message. That is why I made it so now in my game using this
  73.   script I can position my pop message on the event I want and make it use the
  74.   background color and text sound that I want just by entering this tag:
  75.   <bt:x> (for speech bubble)  OR <btt:x> (for thought bubble)
  76.   How does that work you might ask?
  77.   Well lets say I have an event which is supposed to be one of my actors. Let's
  78.   call the actor Emil. In the name box of the event I put the tag: <emil>.
  79.   Now when I use the tags: <bt:emil> or <btt:emil>  the pop message will get
  80.   placed on that event. And if WINDOW_TONES has a value with the key 'emil',
  81.   that window tone will be used too. Same for TEXT_SOUNDS except if you are
  82.   using btt because thoughts shouldn't make sound now should they?
  83.   Doesn't that sound so much easier?
  84.   It will also make it easier to tell which event is saying a text when looking
  85.   at the event command in the editor since you know who 'emil' is but might not
  86.   be able to as easily tell which event '72' is.
  87.  
  88.   You can also specify the player with these tags by using 'pl', like so:
  89.   <bt:pl>
  90.   The reason I added this was to allow setting window tone and text sound for
  91.   player as well. This probably won't be all to useful in most cases since
  92.   the showing actor for the party might vary but I figured I should still add
  93.   the functionality.
  94.  
  95.   If you are wondering why all my new tags use different structure than the
  96.   previously existing ones then well.... because! Consistence is overrated
  97.   anyway, who needs it?
  98.  
  99.   Using these these two tags (<bt:x> & <btt:x>) does however require the
  100.   functionality of one of my other scripts, called Qonvenience (guess you could
  101.   kind of call it my 'core' script like how other scripters have (Yanfly,
  102.   Victor, Yami, etc).
  103.   You can find a link to it under the 'Requirements' section.
  104.  
  105. VERSION 1.2 ADDITIONS:
  106.  
  107. -When showing choices it will appear differently depending on if the open
  108.   game_message is a pop message or not. If it is not it will display like normal.
  109.   But if it is a pop message the message window will be made bigger and the
  110.   choices will be displayed inside the message window.

 

Requirements:

Spoiler
  1. Requires Yami's Pop messages to work. You can find it here:
  2. https://github.com/suppayami/rmvxa-collection/blob/master/yami-script-ace/10%20-%20Pop%20Message.txt
  3. Also requires my script Qonvenience if you plan on using the message tags
  4. <bt:x> and <btt:x>
  5. Find it here:

 

Designed to use these speech/thought bubble tags and windowskin:

Bubble_Tag_Speech.png :: Bubble_Tag_Thought.png

 

Windowskin made by Soruve (not sure if it's fine to use in commercial projects. Contact Soruve if you want to use it):

Window.png

 

Instructions/Install notes:

Read the script header.

 

Heres a video of the script in action. It is of the first version of the script though so it doesn't display all the features it currently has (and also displays one or two bugs which have now been fixed):

Spoiler

 

 

 

Credits:

Yami for making Pop Messages.


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