[VXA] ATS: Message Options 1.0.7

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ATS: Message Options
Version: 1.0.7
Author: modern algebra
Date: 28 January 2013

Version History


  • <Version 1.0.7> 2013.01.28 - Fixed error where pitch would always be 100 if random range was equal
  • <Version 1.0.6> 2013.01.27 - Slight adjustments for greater compatibility with ATS: Choice Options
  • <Version 1.0.5> 2013.01.22 - Fixed an error with blank messages when using fit_window_to_text and wait commands.
  • <Version 1.0.4> 2012.09.24 - Fixed an error where this script would sometimes break the alignment feature of ATS: Formatting
  • <Version 1.0.3> 2012.09.22 - Added message codes to play SEs, MEs, animations and balloons while a message is showing
  • <Version 1.0.2> 2012.09.08 - Made it so that the choice window is flush with the message window when the message window is not full sized
  • <Version 1.0.1> 2012.09.08 - Fixed a bug where the name window would not dispose
  • <Version 1.0.0> 2012.09.08 - Original Release

Description


This script allows you to control a number of things about the message window, such as its size and position. It also provides for scrolling and review, and it includes the option to create a name window to identify the speaker (or for any other use).

Features

  • Show a name window to identify the speaker and control its position, border size, and more!
  • Smoothly scroll through message windows by line or by page.
  • Control the position of the message window directly, and this includes an option to show a message window above a specified character.
  • Control the size of the message window, either directly or by fitting it to the longest line of text in a message window.
  • Control the graphics of the message window, with the freedom to easily change the windowskin, the size of the border, or to replace the "dim" background with a picture of your choosing.
  • Play a letter-by-letter sound effect, with control over the SE, frequency with which the SE is played, and an option to randomize pitch.
  • Play chosen SEs on opening a message window, finishing a message window, terminating a message window, or waiting for player input.
  • Use message codes to play SEs, MEs, animations and balloons while the message is showing.

If you are looking for other features from my VX script of the same name, then see some of the other scripts in the ATS series.

Screenshots


Instructions

Paste the script into its own slot in the Script Editor, above Main but below Materials. Aside from that, please see the instructions contained in the header, as well as those in the Editable Region beginning at line 125.

Script


Please retrieve the script from Pastebin.

Credit


  • modern algebra

Thanks

  • eschalt, for an error report
  • Venetian Gondolier, for an error report

Support


Please post in this topic at RMRK if you have any questions, suggestions, or error reports.

Known Compatibility Issues

No currently known compatibility problems, but there might be issues with other non-ATS message systems.

Demo


See attached.

Terms of Use


I adopt RMRK's default Terms of Use.
« Last Edit: September 05, 2016, 11:08:08 PM by modern algebra »

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rpg makerr
Nice! (Yes, I check 8 times daily for ATS updates.)

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haha, you're certainly fast :)

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Does this also have the option for the speech bubble arrow-type things that the VX script had? The one where it would make the message window look like a speech bubble?

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No, it doesn't. It can show the window above or below the player or what have you, but it doesn't show a speech bubble sprite coming from the character.

It wouldn't be terribly difficult to add, but I never really liked that effect.

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A bug: going into a shop doesn't erase name box..


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Thanks for the error report. I updated the script and it should now be fixed.

pokeball YinOfflineFemale
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Thanks! I am in love with the whole series of ATS. Once it's completed will probably be on par with the best message system made for an RPG Maker, HERMES by derula for XP. Only thing it will be missing is the parallel windows.

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Well, I'm glad that you like it so far. Let me know if you find any bugs or if you have any suggestions.

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This is great!  I'll be using this along with special codes (and face options, when it's ready.)  One feature I was looking for from the VX version, but doesn't seem to be in this version, is the ability to allow players to continue walking around while displaying a message.  Is that feature planned for any of the other future ATS Series releases?

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Bummer that you didn't like that effect. I loved it. When combined with a fully white window skin, the effect was quite amazing. I will be using this, however, with or without the speech bubbles.

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@Countdown - I will think about adding it then.

@Jothanos - It's not currently planned, no, but I will think about adding it.

For now, I updated the script to 1.0.3 and it now includes the ability to play SEs, MEs, animations and balloons with the message codes: \p_se, \p_me, \p_anim, and \p_bln.

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Hey, I've been using this the last couple of days and I was wondering if I wasn't setting up my scrolling right or if this feature wasn't supported yet - When scrolling text with a portrait alongside, is there any way to maintain the position of the face but scroll the text?  I've just downloaded Formatting and haven't configured that yet, but I didn't see anything along those lines in the description.

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No, not yet, sorry. That support will come in when I write the Face Options script.

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Whoa, This is amazing, Whoa.
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I am glad you like it!

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hail satan buddy 666
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I am glad you like it!
Thanks, It's your script. Could u put face potrait in this script.
Call script: face potrait open : Picture name from rpgmaker game's folder picture
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I am planning to write a script with a feature similar to that, but it might be a little while.

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I am planning to write a script with a feature similar to that, but it might be a little while.
OK, I will see this topic.
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I guess i want face portrait script.
Not in this script. Or not?

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I'm loving these features! How long before Face Options become available?

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Sorry, Modern Lost, you're right; it is not in this script.

@Ace - I am reluctant to give a timeline, since I don't know how much time I will have for RM over the next couple months. However, I can say that it is fairly high up on my To Do list. I am glad to hear that you are enjoying the series so far though!

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By the way, the thread name is still 1.0.3 when the script is at version 1.0.4  :o

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

RPG MAKER TOOLBOX
UPDATED 07/04/15 - v1.5

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Thanks for the catch.

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Sorry, Modern Lost, you're right; it is not in this script.

@Ace - I am reluctant to give a timeline, since I don't know how much time I will have for RM over the next couple months. However, I can say that it is fairly high up on my To Do list. I am glad to hear that you are enjoying the series so far though!
Well, I'm loving his script series, these are very versatile. Anyway, I hope you complete it soon!  ;D

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I think its this thread I want out of all the other threads dealing with this ATS.

I MAY have found an issue....

Its merging the text into one, instead of into separate

The first attachment show my text and the second one shows the in game where the text is being merged into the same message box when they should be separate message boxes.

am I doing something wrong....or....


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If the two messages used different settings, then the messages would be separate. However, as the message settings have not changed (faces, area displayed, etc), the script determines that they are the same and merges them. This is a feature.

You can disable this option globally within the script by locating the 'append_text' option and setting it to false. Or, you can set the option to false on the fly by using 'ats_next(:append_text, false)' (disabling append_text only for the next message window) or 'ats_all(:append_text, false)' (disabling append_text until it is re-enabled).

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

RPG MAKER TOOLBOX
UPDATED 07/04/15 - v1.5

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Waiting ...
Well in this case I would have to do it for the next window due to the fact that just setting it to false disables it for those messages that have line breaks.

Then there is a problem:

1) if I use the script call and set it, globally for all messages as false then - text that scrolls or line breaks are NOT appended when they should be.
2) my windows for one character is above him while for the player moves to above the player (position is different)


also using ats_next(:append_text, true) on text that either scrolls or has line breaks does not work either. it wont append the text to the original message
« Last Edit: October 24, 2012, 08:58:50 PM by Vindictive Personality »

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Actually, my assumption that the script determined similarities between messages might be incorrect. Glancing at the script, only the name of the face graphic might be used.

Is there any way that you might be able to create a quick project that displays what you are talking about? I am having a difficult time grasping your situation. I have never really encountered an issue with this script before.

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

RPG MAKER TOOLBOX
UPDATED 07/04/15 - v1.5

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The way it currently works is that, as Exhydra indicated, it checks all the default properties of the messages: face, background, and position, and if they are all identical, then it will append the text.

Anyway, I am a little unclear as to what you are asking me. It sounds like you want to keep the :append_text for most messages, but there are some occasions when you don't. As far as I can see, unless there is some meaningful property whereby I could automatically tell which occasions are which, then the only way that can be done is manually. However, if there is some other property that you think the script should account for automatically, then I am willing to hear you out.

To do it manually, Exhydra is correct; you can either turn off the :append_text feature for all messages if you don't want it ever, or, alternately, you can turn it off by ats_next before the messages for which you don't want it.

It sounds like you are saying there is a problem with ats_next(:append_text, true), but in my tests I am unable to produce any error. What I suspect you are doing is putting ats_next(:append_text, true) between every message, which would break it since then the messages are no longer adjacent. If you are using ats_next(:append_text, true), then you only need to place that code before the initial message, not every message you want appended to it. In other words, it would be:

@>Script: ats_next(:append_text, true)
@>Show Text: blablabla1
@>Show Text: blablabla2
@>Show Text: blablabla3

and not:

@>Script: ats_next(:append_text, true)
@>Show Text: blablabla1
@>Script: ats_next(:append_text, true)
@>Show Text: blablabla2
@>Script: ats_next(:append_text, true)
@>Show Text: blablabla3

However, you would only ever need to use that code at all if your default is that :append_text is false.

Additionally, another way you could separate messages manually without modifying the :append_text feature is to keep :append_text set to true and simply insert a blank comment between any text commands you want separated.

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the second way with the blank comment worked. thanks

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Can this script change the position of the face box and mirror the face?

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No. That will be coming in a separate script.

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Hey modern algebra, this is an amazing script! Thank you for sharing your hard work with the RM community. So, I may have found a bug with :fit_window_to_message. When used in a script call before a message that also sets another feature of ATS (any feature, such as :letter_se, or with :message_name), the problem is a visible empty window that interrupts the messages.  Edit: This happens using \nb{Name} as a message code too.

Spoiler for:
@>Script: ats_all(:fit_window_to_message, true)
                    :ats_next(:message_name, "Rick")
@>Show Text: Texty-text
@>Script: ats_next(:message_name, "Priest")
@>Show Text: Texty-text
@>Script: ats_next(:message_name, "Natalie")
@>Show Text: Texty-text

And here is an image of a similar code and event command that causes the same issue. This is with \nb{Name}, but its effect and outcome is the same. The change to the value of :message_name creates a erroneous blank window with the next name.

Spoiler for:

Which creates this before Natalie's message, interrupting before her resized-to-fit-window-to-message appears:

Spoiler for:

At the moment, after some troubleshooting, I think it might not have to do with :message_name, or any other ATS value being changed. It might have to do with the control characters. Because if I use an \. (wait 1/4 second before displaying text), it appears briefly. If I change \. to \|, that blank window skips ahead to the next Show Text, parses the control command, and it interrupts for exactly one second, unexpectedly, before showing the next message. It disrupts the flow of messages. The excitement of FIT is soured!

You can test and verify this issue in your demo, and with 1.0.4. I have a tiny script that Andrew (Anaryu, of anti-lag fame) released with his unencrypted Boutalles project (here) that also can size the window and fit window to message. His message enhancements and the accompanying shortcuts, which is a modification he wrote, can correctly change window width and height dynamically with each message. Of course, this isn't compatible with any other message system, and I don't need his neat shortcuts or the Minitext. I'm referencing it, because something in there might be useful to help. I am by no means fluent in Ruby, so it's Greek to me. But, I think this is the effect that is intended with :fit_window_to_message, only your system is so much more compatible and its capabilities are exactly what a message system should include. I love your public instance variables and the configuration that they allow. I don't like to use the text codes anymore than I need to, so I love to be able to change their values, via Script calling. That customization follows in the tradition of your own work, Woratana's NMS for VX/RGSS2, and Dubealex's AMS for XP/RGSS. I heartily give you major respect for that. And major respect for releasing a demo with your system, because, on a personal note, I think it's awesomely encouraging when scripters show and display how their genius scripts run and work. With this generation of VX ACE, it's really disheartening to see that several popular scripters have opted out of helping newcomers and oldcomers alike with demonstrating their creations and their hard efforts. You're different. Thank you for your demo. (By the way, it should be updated.)

Is this solvable without rewriting several methods? I hope there's a solution somewhere I'm missing, modern algebra!
« Last Edit: November 19, 2012, 07:51:46 PM by Venetian Gondolier »

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Thanks for the kind words and the detailed error report. I will investigate it tomorrow and get back to you.

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I really love the ATS Message options, but i think It would be perfct if it had the option to create the speech bubbles...

Thanks for your effots, btw.

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Well, it's been two months. You obviously have other priorities and I respect that. I'd like to see your ATS suite completed, but I don't think it will. As a fan of yours, it's disappointing how lacking the VXACE experience is, without your scripting.

It's still a great piece of code. Thanks for your time, anyway.

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Sorry, I forgot about your request. I have updated the script to version 1.0.5 to correct that error.

It is only a minimal fix at this time. I think I need to update the paragraph formatting aspect of these scripts.

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Hi modern!
Want to report a bug: When I've installed your Quest Journal script I get this error message:
"Script: 'ATS: Message Options' line 1015: NoMethodError occured.

undefined method '>=' for nil:NilClass"

If I remove Quest Journal, Message Options works just fine.

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I tried inserting them into the same project and I didn't get any error. Under what circumstances does that bug occur? Would it be possible to create a new project with just those two scripts in it, recreate the error, and then send that project to me?

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Well the error occured when I activated a treasure chest or talked to a npc. Anything with text except for the menu.

But it's fixed now. I inserted your Quest Script without my own quests in my project... and every thing seems to work fine now...
So I think I broke some thing when I made my own quests....

Welp, glad that's fixed now. Sorry to have bothered you with this ::)

Anyway, thanks for your quick reply! And keep up the fantastic work!

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I don't seem to be able to change the pitch of the letter SE in game. I've tried putting them in the same script box but it's not working... It actually seems to reset it all...Maybe I'm doing something wrong?

EDIT: Figured it out. It was formatted all wrong.

EDIT2: Or maybe not? Because it treats the pitch as 100 if the values are the same...
« Last Edit: January 28, 2013, 11:28:47 AM by Wiimeiser »

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You're right. That's a bug. I updated the script to v. 1.0.7 and you can retrieve it from Pastebin. All the configuration is the same, so save your copy of that part so you don't have to repeat it.

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That worked. I just replaced the whole thing as the only thing I changed was the text SE.

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For some reason the faces are scrolling up with the first part of the text. Aren't they supposed to stay still?

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No, that feature will be coming when I write the ATS: Face Options script and give the face more independence. Until then, the face will not scroll with the text.

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No, it's scrolling when it shouldn't be.

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What do you mean? Can you recreate the error in a demo and show me?

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For some reason the text won't even append at all unless I have Message Options.

And forgive me for my choice of text to test with.

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Sorry, I was unclear. I meant that what is happening in the demo is what is supposed to happen. "The face doesn't scroll with the text," as in when the text scrolls down, the face does not come with it.

The reason that is not part of the script is because the ATS: Face Options script is planned, and the work necessary to make the face stationary would substantially need to be repeated. I'm sorry that it has taken so long to release that script, but the alternative was to wait to release this script until ATS: Face Options was ready, in which case neither script would have yet been released.

As for "the text won't append at all unless I have Message Options," that's not true. The text is appending, it's just that the scrolling feature is part of the Message Options script, not the Formatting script. The primary purpose of Formatting is to automatically format the text so that you don't have to pay attention to individual line lengths. However, since your text boxes are already perfectly manually formatted, you don't notice any difference; none of the text from subsequent messages is added to the initial message since those words don't fit.

If your message had been formatted like this:

@>Text: 'People1', 3, Normal, Bottom
 :        :Snow is a block
 :        :that is found near Ice Plains and Taiga biomes. Snow can be
 :        :removed
 :        :like any other block.
@>Text: 'People1', 3, Normal, Bottom
 :        :Placing a
 :        :light source will cause snow around it

Then you would have noticed the appending.

Anyway, I hadn't realized that this was being posted in the ATS: Formatting topic. Since scrolling is a feature of Message Options, I am going to move this discussion into that topic.
« Last Edit: January 29, 2013, 02:24:08 AM by modern algebra »

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Hello,

I've found a bug with your script.
It happens only when I using a pop up script.
There isn't any problem with the name plate when I talk for the first time to an NPC.
The bug happen when I spoke many time to the same npc.
The name plate just move around.

Edit : it wasn't Yami message pop up script fault.

Example of my bug
« Last Edit: March 07, 2013, 02:41:18 AM by Chaos17 »

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'ATS' line 1019: NoMethodError occurred.

undefined method `>=' for nil:NilClass

The error I'm getting when I try to activate a text box with this script.  I'm using the script calls directly from the demo to make sure there's no problem, but it just comes up with this regardless, whether or not it has script calls or not.

I should note, since it seems relevant, that this only happens when I "Continue Game".  When starting a new game everything works just peachy, but I can't work with that with the style of project I'm working on right now.

If you have any idea how to fix this, that'd be fantastic; I'll keep trying myself as well~

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Well, it would seem that it is happening because $game_message.show_on_character_id has been set to nil. That should never happen by default in the script. Is it possible that you did it in one of your script calls? Ie. did you do something like:

Code: [Select]
ats_next(:show_on_character_id, nil)

If so, that's the problem and you need to delete that line.

If not, I will need to see a demo with the error recreated, since it doesn't happen to me.

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A demo may be a problem; the error doesn't occur when I "New Game" the project.  It only seems to occur when I activate a text window in a game that I've "Continue"'d from.  I could send you over a copy of teh full game along with the .save file, but I'm not sure if that will help.
I haven't used that code line at all, I hadn't even begun to start implementing the script calls yet; all I had done was put in the scrolling text script above a single text message and got the errors when I began testing it.

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Oh, well if you mean that you are getting the error when you load a save file from before the script was installed, then yeah, that error makes sense. I thought you meant just any old time you continue.

Anyway, yeah, the script doesn't work with games saved before you added the script to your game. If you want to keep that save file, then put the following in an event you run immediately after loading:

Code: [Select]
$game_ats.reset
$game_message.clear

After that, see if the error clears up. If so, save the game and you can then remove that event since you won't need it anymore.

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Juicy fix there modern; glad it could be so easily solved :)

Aye, I should have clarified more in my first post.  The project I'm working on is being updated MMO style, and didn't want to put in a script that causes a crash for anyone who already has a save file.

But I did want to use this script over Yanfly's; I like yours more :)

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Hi,

It's me again.
I would like to know if you can give me any advice of keywords that I could use to find the script wich conflict with your script, please ? I tested your script in a new project with Yami script and there isn't any bug.
« Last Edit: March 07, 2013, 02:50:12 AM by Chaos17 »

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I don't know that there's really any keywords. I mean, it would likely be a script which changes the x and y position of the message window, so maybe you could search for ".x", but that would return a lot of false positives.

Maybe just recreate the error in a new project and share it with me. Then I could take a look.

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Maybe just recreate the error in a new project and share it with me. Then I could take a look.
That's the problem, I can't reproduce it in a new project and I did paste all the scripts related to "text" but there isn't any bug... That's why I am trying to find which is the culprit.  :holk:

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Maybe just recreate the error in a new project and share it with me. Then I could take a look.
That's the problem, I can't reproduce it in a new project and I did paste all the scripts related to "text" but there isn't any bug... That's why I am trying to find which is the culprit.  :holk:

Although text related scripts are the obvious ones to check, don't forget to compare it with all your scripts.  There can be connections that make no sense at first.
Hell, Victor Sants moving platform script completely interferes with his tech points script; they have absolutely nothing in common in any gameplay setting, but they still interact in scripting terms...somehow.

If you have a problem you can't recreate with the obvious ones, don't automatically pass off the others.  S'worth checking~

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Well, if you need to, you can share the full project and I can take a look. If you do that though, set it up so that I can start a new game and test the error immediately.

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Hi Modern, i'm using this script in my project, and i've noticed that when you create a message window with the scroll
page function, the face in it scrolls with the text instead of stand still...
It's a changeable feature or simply a bug?

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Sorry, at this time that's kind of a bug. I had intended for my Face Options script to be released shortly after that one, and it will fix that by moving the face outside of the message window. However, I've been delinquent and have not finished that script yet.

For now, scrolling should not be used when you are showing a face, unless you're OK with it scrolling away.

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I've suggested this before right at the release of this script and you said that the feature I requested wasn't in your list of liked features. But hey, maybe you've had a change of heart. The feature that I really enjoyed and wish this script had is the ability to add the speech bubble arrows to the bottom of the message box. Rather than just have a box above a character, make it look like a speech  bubble. Is that an easy make? It was a feature that the RMVX version of the script had.

But if you don't want to make it, then I'll deal with what this script already has (a plethora of features) and stop complaining (even though I'm really not meaning to complain).

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I really like your script's! I use one of them and would be interested in using your ATS Series, too.
But I must admit, that the options to use a speech bubble would be perfect because it's indeed hard to distinguish who is speaking if both NPC's or a Player is standing right besides the talking NPC.

If it's not hard to make I really would appreciate it. ^^

I really love your Scripts (I think I'm repeating myself! :D)

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Is this script not allowing SHIFT pressing? The SHIFT button seems to be useless with this script installed. Am I doing something wrong?

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What about/ how would I go about doing a random sound effect between an array of given ones, to simulate gibberish talking (like in Okami or Animal Crossing)?
Like ats_next(:letter_se, ["deep1_may", "deep1_so", "deep1_baw", "deep1_un", "deep1_le", "deep1_ben", "deep1_mal"])
or say there's a subfolder for the random voice effects in a folder known as "Voices", "Deep1", where you keep each random noise?
That way, you can have talking and give a feel for a character's voice without having to do a bunch of voice acting.
« Last Edit: April 22, 2014, 08:18:22 PM by rubydragon44 »

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Vato!! gracias de verdad por postear este genial script! Soy muy nuevo en esto del RPGM y todavia no se mucho de ruby y se me estaba complicando encontrar un script que mostrará el nombre del personaje. Muchos de los scripts que encontre tenian bugs que se activaban justamente en los puntos buenos del juego. Ya estoy implementando tu script y hasta ahora nada malo ni bugs! :D

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Thanks! I'm glad to hear that.

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Hi Modern Algebra,
I love all your scripts and (nearly) use all of them in my project!  ;D
However I encounter a bug which is the same as the one Chaos17 mentioned before. When using Yami Pop Up Message and ATS Message Options, the name box change position once it has been activated once.

I don't know if the problem lies in the pop up script or your script.

I tried reproducing the bug. Please see attached.
I'll be really grateful if you can help me with this problem, thank you!  :tinysmile:


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Hi,

I am using this script for many of the functions it provides - positioning and size.

However, I am unable to change the background of my messagebox using the message_dim_bg: variable. I am just setting it to the filename of my .png image that I have stored in Graphics/System (in both my project and application directory just to be sure - and it is listed under resources in resource manager).

I still get the standard "bluish filled color" background.

I have also tried setting it via scripting with:
ats_all(:message_dim_bg, "ada")
but without any change.

I AM supposed to be able to replace the background with an image of my own, right?
Or have I misunderstood something?

/T

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Hi, sorry for the late reply.

That option only replaces the normal window when the message itself is set to show a dim background. When you are creating a message through the event editor, you should see a drop-down menu right below the message field that says Background. Change it from "Normal Window" to "Dim Background", and then you should be able to see the image you selected.

If you are doing that and the error is still happening, let me know. I am glad that you otherwise like the script.

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Hey Modern! :D I was just curious about something and I was hoping you'd have an answer. I know you can just type a name into a name box, but say for example you let the player give their player a custom name. Would it be possible to put a custom name into the name box? I love your scripts, by the way! I've even replaced other people's scripts in favor of yours! :P

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Glad to hear it Mr. Taxi Demon. Yes, wherever you put the following code in the message, it will be replaced by the name of an actor with the ID in the brackets:

Code: [Select]
\n[ID]

So, for instance, if you put \n[4], then that will instead print the name of Actor 4.

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Esteemed overlord MA, I discovered this script a few days ago and promptly fell in love with it. It's so convenient it makes me angry. Angry, I say. >:C
I switched over from Yanfly's Message System, which didn't include some of the features I needed. Yours does. However, yours isn't compatible with the nifty Face Macro snippet by Fomar, or at least I can't get them to play along nicely. Are you planning on working on something similar? There doesn't seem to be an alternative to it anywhere.
« Last Edit: February 17, 2015, 07:48:42 PM by Danstandard »

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I was using Zerbu's Message Sound Script and I added some stuff and got a play error. So I switched to your ats mssg script and bam no issues with any of my other 115+ scripts. Great job!!!
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I change as false in 169 line.

Code: [Select]
letter_sound_on:       false

Sound is still active. o.O

Edit: Ok, it's been solved.
« Last Edit: March 07, 2015, 06:32:51 PM by smeros »
Perfection?!

Meh.

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How difficult would it be to change the window opacity? I want to make my windows solid for speech bubbles, but can't figure it out.
« Last Edit: August 19, 2015, 04:28:33 AM by boe »

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*edit*
I found the solution! :D

I have two questions, if it isn't too much trouble. :-)

First, I was wondering if it's possible to draw a picture for the message background and a separate picture for the name box background.

Second, is there any way to change the message window's position every time I use a /nbl or /nbr? I was wondering if it would be possible to have it snap to the left when I use /nbl (a person on the left is talking) and snap to the right when I use /nbr (for a person on the right to be talking). I adjusted the window to be much smaller for my game (both by width and height), so it doesn't cover the whole side-to-side length.

So, basically I'm going for something like this:
Spoiler for:

In Fire Emblem: Awakening, the text box jumps to the left when someone is talking on the left, and jumps to the right when someone is talking on the right.

I already have a system going through events, so this isn't really urgent, but it is a little frustrating to have to manually change the pictures and box position between each piece of dialogue. ;9 My most humble thanks to anyone that can help me with this. I know that second question was a little weird...sorry... ;_;
« Last Edit: August 23, 2015, 12:45:22 AM by yuyu! »
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How difficult would it be to change the window opacity? I want to make my windows solid for speech bubbles, but can't figure it out.

On like line 680 put
Code: [Select]
self.opacity = 0
Replace the 0 with any number between 0 and 255. (255 being the highest opaqueness.)

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I'm sorry if this is a necro post, but I can't open the demo. Every time I try it won't open, no matter how many times I download it, and I really need to see the demo to see how this script works. Could you re upload it please? I would have pm'd you but I did before on something, and got no reply.

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Unfortunately, Modern hasn't been active since last year. That's probably why you haven't gotten a reply via PM, either.

You might have to go off of the script's written instructions. If you have any specific questions, other users may be able to answer them for you here. :)
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