Get it here:
pastebin
What the script does (copied from the header of the script):
Spoiler
#==============================================================================
What it does:
1-Allows you to use 'chatter' messageboxes. The difference from normal messages
is that they don't pause the game and don't close by pressing the action key.
Instead you provide the message with a timer and it will close automically
when the time is up. Another difference is that several chatter messages can
be active at once (though there is a limit (6 by default) which you can adjust
by chaning MAX_MSGS a bit lower down).
To make a message into 'chatter' use the '<cm:X>' tag in your message, where X
is the duration in seconds (IMPORTANT: THIS TAG HAS TO BE ON THE FIRST LINE
OF THE MESSAGE TO WORK).
Set X to a negative number and the message will last forever.
You can use this method in a script call to close all chatter messages:
clear_chatter
2-By default Pop messages show a speech bubble tag of sorts so it's easier to
see which character the message belongs to.
I changed that code a bit and added option of showing a speech bubble tag or
thought bubble tag for the chose character.
Speech bubble tag is the same message tag as previous: \bm[x]
While thought bubble tag is: \bmt[x]
3-By defauult Pop messages don't work during combat. Now they do.
It works mostly like normal. Use \bm[x] or \bmt[x] to show a pop message.
The difference is that to apply the pop message to an enemy, make x a positive
number. So enemy 1 \bm[1] and enemy 4 would be \bm[4]
Meanwhile actors use negative numbers. Like so: actor 1= \bm[-1]
HOWEVER, for pop messages to work for actors they needed to have a visual
battler. And I can't guarantee it will work with all actor battler scripts.
The only one I can guarantee works is Jet's sideview battlers since it's what
I use.
One problem with Pop messages in battler is that if a battle has a different
size than a normal character sprite the message box will get a bit missplaced.
To fix that I added to other messagebox tags to use to change the position.
\ox[X] - Offsets the messagebox position horizontally by X pixels.
\oy[X] - Offsets the messagebox position vertically by X pixels.
Please note if you are using Yanfly's core script & Yanfly's Ace Message script
together. You need to set FONT_NAME in the core script to have the same value
as MESSAGE_WINDOW_FONT_NAME in the ace message script. Otherwise when these
two are combined it will sometimes cause the width of text to be
miss-measured. This wouldn't cause much of a problem normally, but when using
pop messages which measure the width of the text to set the width of the
message box it can cause big problems. (the other font settings on the two
scripts (that is bold, italic, shadow and outline) should preferably also be
the same on both)
VERSION 1.1 ADDITIONS:
1-Added text sound. You can add different text sounds in the TEXT_SOUNDS hash
in the config area (further instructions on adding sounds there). By default
messages won't have sound. To add it use this tag: <ts:x> where x is a key
that exists in the TEXT_SOUNDS hash.
2-Added Message box background tones. This allows you to specify different
background colors for your message boxes. You can add different tones in the
WINDOW_TONES has in the config area (further instructions on adding tones
there). By default it will use the normal window tone. To use one of the tones
in the WINDOW_TONES has use this tag: <bc:x> where x is a key that exists in
the WINDOW_TONES hash.
3-Sometimes you might want to change font size in your message, multiple times,
or do other things that might affect the size required by your message and
therefore cause the size of the message window too be to big or too small. So
I added a tag to use to adjust the message window size: <pms:x,y> . It changes
Pop Message Size, adjusting the width by x and height by y. So if you put
<pms:20,-10> in your message it will increase the width of the window by 20
and decrease the height by 10.
4-If you're like me you think it's annoying to have to remember which event has
what id when writing messages and it's further annoying to have to write so
many tags for each message. That is why I made it so now in my game using this
script I can position my pop message on the event I want and make it use the
background color and text sound that I want just by entering this tag:
<bt:x> (for speech bubble) OR <btt:x> (for thought bubble)
How does that work you might ask?
Well lets say I have an event which is supposed to be one of my actors. Let's
call the actor Emil. In the name box of the event I put the tag: <emil>.
Now when I use the tags: <bt:emil> or <btt:emil> the pop message will get
placed on that event. And if WINDOW_TONES has a value with the key 'emil',
that window tone will be used too. Same for TEXT_SOUNDS except if you are
using btt because thoughts shouldn't make sound now should they?
Doesn't that sound so much easier?
It will also make it easier to tell which event is saying a text when looking
at the event command in the editor since you know who 'emil' is but might not
be able to as easily tell which event '72' is.
You can also specify the player with these tags by using 'pl', like so:
<bt
l>
The reason I added this was to allow setting window tone and text sound for
player as well. This probably won't be all to useful in most cases since
the showing actor for the party might vary but I figured I should still add
the functionality.
If you are wondering why all my new tags use different structure than the
previously existing ones then well.... because! Consistence is overrated
anyway, who needs it?
Using these these two tags (<bt:x> & <btt:x>) does however require the
functionality of one of my other scripts, called Qonvenience (guess you could
kind of call it my 'core' script like how other scripters have (Yanfly,
Victor, Yami, etc).
You can find a link to it under the 'Requirements' section.
VERSION 1.2 ADDITIONS:
-When showing choices it will appear differently depending on if the open
game_message is a pop message or not. If it is not it will display like normal.
But if it is a pop message the message window will be made bigger and the
choices will be displayed inside the message window.
Requirements:
Spoiler
Requires Yami's Pop messages to work. You can find it here:
https://github.com/suppayami/rmvxa-collection/blob/master/yami-script-ace/10%20-%20Pop%20Message.txt
Also requires my script Qonvenience if you plan on using the message tags
<bt:x> and <btt:x>
Find it here:
http://pastebin.com/J6haUy5T
Designed to use these speech/thought bubble tags and windowskin:
::
Windowskin made by Soruve (not sure if it's fine to use in commercial projects. Contact Soruve if you want to use it):
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):
Credits:
Yami for making Pop Messages.
本贴来自国际rpgmaker官方论坛作者:Quack处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/chatter-messages-yami-pop-messages-addon.55307/