Author Topic: [XP] Multiple Message Windows (Non-SDK)  (Read 19330 times)

Offline ForeverZer0

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[XP] Multiple Message Windows (Non-SDK)
« on: March 24, 2010, 11:07:12 PM »
Multiple Message Windows (Non-SDK)
Authors: Wachunga, ForeverZer0
Version: 1.5
Type: Custom Message System
Key Term: Custom Message System

Introduction

This is a heavily edited version of Wachunga's Multiple Message Script.  It has been edited to totally eliminate
the SDK requirement and the code has been optimized to give it a significant increase in performance. It will require
a few very simple edits to Scene_Map and Scene_Battle (I couldn't alias them, and didn't feel it was neccessary to have to over-write two classes just to alter 6 lines of code).  These changes are explained in detail inside the script, even if you have no scripting knowledge, you will be able to do it in 1 minute.  The edits shouldn't effect compatibility with any other scripts you have.

Features

  • Multiple Message Windows
  • Speech and Thought Balloons
  • Position over player/event (follows movement and scrolling)
  • Optional message tail (for speech or thought balloons)
  • Can specify location relative to player/event (up, down, left, right)
  • Can use different windowskin, message tail and font color
  • Letter-by-letter mode
  • Variable speed (and delays)
  • Skippable on button press
  • Autoresize messages
  • Player movement allowed during messages
  • If speaker moves offscreen, message closes (like ChronoTrigger)
  • Everything also works during battle
  • Settings configurable at anytime
  • Can revert back to normal messages at anytime

Screenshots

None right now.

Demo

http://www.mediafire.com/download.php?ixluj3ejniq

Script

Click here for the script.
(click to show/hide)

Instructions

Place below default scripts and Tons-of-Add-ons, if you have it, and above main.
Full instructions are within the script.

Compatibility

Probably not compatible with other Custom Message Systems.
Will likely cause issues with scripts that heavily alter the Window_Message class.
If you use a Custom Movement script, it will likely disable the ability to move while a message is showing unless
you do some editing in the update method for Game_Player in the script.
Other than that, should be relatively compatible with most other scripts.
If you want it to be compatible with SDK, use the original version!

Credits and Thanks

  • Wachunga, for the original write of the script
  • ForeverZer0, for the optimization, editing, and de-SDK-ing

Author's Notes

All the graphics needed are in the demo. If anybody finds any bugs, let me know and I'll be happy to try and fix them.
« Last Edit: March 24, 2010, 11:30:17 PM by ForeverZero »
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline (Hexamin)

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #1 on: March 24, 2010, 11:25:30 PM »
Ooo, goody, I've been wondering what message system I'd be using for my project (seeing as I'm too lazy to make my own).  This looks great!  A+!
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Offline Jragyn

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #2 on: March 26, 2010, 10:59:42 PM »
Does this include a method to increase the choice # size as well?
(ie: having 8 choices instead of just 4 all at once)

It was a feature that I have seen in Ccoa's, and now wondering if its in here :o


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Offline ForeverZer0

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #3 on: March 31, 2010, 11:56:00 PM »
Quote
Does this include a method to increase the choice # size as well?
(ie: having 8 choices instead of just 4 all at once)


No, not yet. I haven't looked over her script yet. I'll check it out.
I may incude something like that in the future...
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Ravenith

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #4 on: April 18, 2010, 12:04:22 PM »
Easily one of the best message systems, now redeemed from the evil SDK :)
*levels up*

Offline SBR*

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #5 on: April 18, 2010, 04:24:22 PM »
Wow, nice script! Thank you! But I have got a question: Could you make it so that when you come close enough to the NPC, the NPC will show a message. Maybe with 'Math.hypot'? I tried to do that in an event, but for some reason when making it parallel process, the message shows above the player and when I try to talk to somebody else, he/she says the same as I wanted the NPC with the parallel process to say. That would be a GREAT add-on to this script for ANY game, especcialy online games :P.

Offline ForeverZer0

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #6 on: April 21, 2010, 10:42:36 PM »
Quote
Could you make it so that when you come close enough to the NPC, the NPC will show a message.

I'm not exactly sure what your problem is, but if it set to a parallel trigger, it could be the trigger executing over and over again.
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Offline LiTTleDRAgo

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #7 on: September 30, 2010, 06:48:07 AM »
umm... im sorry for bumping this thread
but i want to ask is there a way for this script can work with blizz abs?

Offline stripe103

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #8 on: September 30, 2010, 07:37:49 AM »
Yea. I'd like to know too. It is the best message script I've seen but if it don't work with Blizz-ABS I can't use it.

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Offline ForeverZer0

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #9 on: September 30, 2010, 06:08:29 PM »
I imagine it doesn't by default, though it will likely not take a whole lot to make it compatible.
If I remember correctly, pixel-movement scripts tend to mess with it, which BABS has built in.
This messes with allowing the windows to move with with a character as it moves. I did not write the original, but disabling this feature of it should solve the problem. I don't have time at the second to look into it, but I would suggest looking into the Game_Character class from this script and other parts that deal with how the window finds the proper coordinates.
Sometime here when I get a chance, I may take a look into it and see if I can come up with a permanent fix for it in an updated version.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Taiine

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #10 on: September 30, 2010, 06:12:59 PM »
If this works right with BABS, AND had a player face portrait system such that is used in Hermes Extends RMXP's MEssage System... I would so be grabbing this.

Offline ForeverZer0

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #11 on: September 30, 2010, 06:20:06 PM »
If this works right with BABS, AND had a player face portrait system such that is used in Hermes Extends RMXP's MEssage System... I would so be grabbing this.

Not sure how the faces would look with auto-sized window balloons. Might look kinda funny.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline LiTTleDRAgo

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #12 on: October 01, 2010, 12:14:24 PM »
How about if the faces appear outside of the baloon?

like this
Code: [Select]
#-------#  ________________________
#       # (                        )
#       #  ------------V-----------
#-------#

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #13 on: January 16, 2011, 05:04:57 AM »
I think I found a bug... if message.floating is set to false but \p is used at the beginning of a message, it centers the message, but it doesn't use the speech bubble windowskin or tail. You could supplement a fix by creating another command that temporarily deactivates message.floating.

This script is really useful--it doesn't have as many features as Ccoa's UMS, but I like this script's features better. Lots of cool stuff in it. :)

Offline Xuroth

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #14 on: March 03, 2011, 09:43:51 PM »
Sorry to necropost but is it possible to change windowskins per message? Like have one character say something, and you could do a script call before the show text command to change it?

Offline AliveDrive

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #15 on: March 03, 2011, 09:59:33 PM »
Variables my friend.
The permanent solution for your problem would be to stop hanging out with stupid people.

Offline Xuroth

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #16 on: March 03, 2011, 10:23:55 PM »
well... other than global ($) variables, what others do you define outside of a method? if you look at his script, the area you set the windowskin file name is not in a method. and its a constant.

Or could it use a module for the config, set a variable to the file name, and @windowskin can just be set to that?


I edited the script. I added attr_accessor :windowskin_file into class Game_Message. I then set all relevant variables in each method of each class in the script to point to this. If I try a script call

Code: [Select]
$game_system.message.windowskin_file = 'thorns'
 it comes back with an error saying it "encountered a Syntax Error while running the script" when i enter the game and activate the call (FYI i also modified the script to add '.png' when searching for the file, so I dont have to add that to calls) it works if you just create a new global variable though... now its not a problem of getting the windows to show different skins from a script call. now the problem is why doesn't it work this way? (just trying to de-bug my own mistake and learn something from it...)
« Last Edit: March 04, 2011, 12:26:06 AM by Xuroth »

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #17 on: March 04, 2011, 12:35:33 AM »
If you are using this as script call, it probably gets broken into two lines. Make sure that the first line ends with the . (period) character so that the system knows that the command expands into the next line.
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Offline ForeverZer0

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #18 on: March 04, 2011, 01:01:13 AM »
First, in script calls you can omit the $game_system.message" and simiply use "message". It has been shortcutted in the Interpreter to call the longer name.

Two, file extensions are not needed for image files in RMXP. The system gets the appropriate file without any extension for all the basics: .png, .jpg, .bmp
Any script to add them for you automatically is completely worthless.

I may clean up the script someday and add an extra function or two, but keep in mind it is not my script, but mostly just removed the SDK from it, got rid of some worthless code, and made some minor adjustments to help with performance.


EDIT:
I am going to edit this script either today or tomorrow. I looked at it and see all sorts of things that could be improved.
« Last Edit: March 04, 2011, 01:08:12 AM by ForeverZer0 »
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Xuroth

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Re: [XP] Multiple Message Windows (Non-SDK)
« Reply #19 on: March 04, 2011, 01:45:00 AM »
Wow... so I really edited this and didn't destroy the script for once? Nice! that means more edits! I'll probably add some features I've been wanting.

Thanks Blizz for the tip!

@ForeverZer0: I only added the parts to add .png because when I looked at your config, the windowskins both had the extension listed. Thanks for letting me know its not needed.

I am still going to edit the script myself 1)because I am not redistributing it; 2) It's a learning experience for me; and 3) I can add new functionality with other scripts in my game.

I look forward to seeing your edits. I will try to challenge myself to optimize it myself. Then I can compare what I did and what you did to enhance/clean it and learn some more.

I hope one day to be comparable with "The legends of RMXP/RGSS" like you and Blizz, and some others.

Cheers!