Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: Vexus on April 15, 2012, 05:27:59 pm

Title: Multiple Message Windows Slight "Problem"
Post by: Vexus on April 15, 2012, 05:27:59 pm
I'm using this multi message script that was edited by foreverzer0 (link: http://forum.chaos-project.com/index.php?topic=5907.0)

The "problem" is that when an event outside the screen shows a message a window shows at the bottom of the screen for a second and goes away for every message which can be a little annoying when you want to make some npcs converse together as I'm trying to do.

Anything can be done?

Thanks
Title: Re: Multiple Message Windows Slight "Problem"
Post by: ForeverZer0 on April 15, 2012, 05:54:09 pm
Don't use floating messages for events that aren't on the screen. Its meant to dispose messages when the message source is not on the screen.

Use this to set the position of the message:
  - \P[n] = position message over event with id n
            * use n=0 for player
            * in battle, use n=a,b,c,d for actors (e.g. \P[a] for first actor)
              and n=1,...,n for enemies (e.g. \P[1] for first enemy)
              where order is actually the reverse of troop order (in database)


or this to disable floating messages, which can be re-enabled again after the message:
message.floating = false


Title: Re: Multiple Message Windows Slight "Problem"
Post by: Vexus on April 15, 2012, 06:18:26 pm
It's a shame I like the floating messages :/

The message can be read if the player is near the npcs conversating (It happens at a certain time only not all the time.) that's why I tried asking here, tried having events speak to each other in their routines throughout the day.

I already use the position thing in the texts else they don't go over the events even if you talk to said event and he gives the message.

I'll see what I can do then, it's not a huge problem but some people might find it annoying.
Title: Re: Multiple Message Windows Slight "Problem"
Post by: ForeverZer0 on April 15, 2012, 06:57:20 pm
Th "floating" messages only really apply when floating over events, hence they are called that. They can't float over events that are not on the screen. If you want to use the the same windowskin, you can change your default windowskin to the same used for the message bubbles, set floating to false, and you might get the same look you're aiming for.
Title: Re: Multiple Message Windows Slight "Problem"
Post by: Vexus on April 15, 2012, 07:02:27 pm
Just 1 last question.

I used the floating messages mostly because I could keep the player walking without stopping for every single message, disabling the floating message would I still be able to move while there are messages on the screen?
Title: Re: Multiple Message Windows Slight "Problem"
Post by: ForeverZer0 on April 15, 2012, 07:16:16 pm
Not if the floating is currently false.

Make your "non-floating" messages like this:

Script: message.floating = false
Show Text: Blah, blah, blah.
Script: message.floating = true
Title: Re: Multiple Message Windows Slight "Problem"
Post by: Vexus on April 15, 2012, 07:23:09 pm
So in other words I can't completely eliminate the problem unless I use your other script event ranged condition and put a conditional with on screen requirement for the chat to show.
Title: Re: Multiple Message Windows Slight "Problem"
Post by: ForeverZer0 on April 15, 2012, 07:39:14 pm
I would change how you are doing it. I don't understand the usefulness of having a message bubble hanging over an event that is not even visible on the screen. Aside from that, just set floating to false when you display it.
Title: Re: Multiple Message Windows Slight "Problem"
Post by: Vexus on April 15, 2012, 07:50:02 pm
I wanted to emulate a normal conversation between 2 npcs without the player forced to read all the chatting. If the player is interested in what the 2 are saying he/she could remain there and read else if he/she doesn't care they can simple keep on moving.

If I disable (Meaning false) the floating messages the player will have to stop moving till the messages are finished no? That's what I'm trying to avoid while having these small chitchats npcs have between each other.
Title: Re: Multiple Message Windows Slight "Problem"
Post by: Heretic86 on May 16, 2012, 05:55:52 pm
I know it is an old topic, but I'll reply anyway.

I was able to pull this off by using a parallel script that controlled the conversation between four actors, not just two.  I checked for the players x, y coordinates to make sure they were in range first (so the text bubbles could be displayed), then allowed the parallel script to show the conversation.  The conversation appeared to the player to start in the middle, but I looped it so nothing was actually missed.