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Message Banner

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***
Rep:
Level 60
Message Banner
Version: 1.0
Author: Marc of Fall From Eden
Date: April 3, 2012

Version History


  • <Version 1.0> 2012.04.03 - Original Release

Description


This script creates a one-line banner at the top of the screen for displaying any text desired by the designer. At present, a number of default messages have been added to the script for automatic messaging when the party moves to a new map, whenever items are gained or lost, HP or MP is lost or gained, and so on. Just about any action you can perform on the party from event commands has had a banner message defined for it. :)

Note: the message queue works on a single message at a time, and operates in a "first-in, first-out" manner. Basically, messages are displayed in the order that they were added to the queue.

Features

  • Shows a simple banner for non-critical game information to the player.
  • Any desired text can be added as a banner message.
  • The effect is entirely automatic for many things. (No coding required by the designer!) ;)
  • Writing new automatic banner messages is easy if you know a little scripting. :)

Screenshots





Instructions

Detailed instructions are provided in the script itself. :)

Something to note, however: by default, this script will show messages whenever the player enters a new map. You can comment-out text in map names by surrounding the part you want as a comment in brackets, [like this]. As well, the banner will only show up if the name of the map has changed since the last time a message was displayed (so the map name will not show up every time the player goes to their menu and back to the map). With this in mind, you can create sequences of maps that all have the same name so that the banner won't display on every single map (such as an inn with multiple floors named "Inn[1F]" and "Inn[2F]"). Just use the brackets to comment out parts of the map name that you don't want displayed. If you don't want the banner to show up for a single map, simply comment out the entire name, and the banner message will be suppressed. :)

Script


Code: [Select]
# ============================================================================ #
# Message Queue v1.0 by Marc (of Fall From Eden)                               #
# This script is licensed under the Creative Commons BY-SA 3.0 license.        #
# ============================================================================ #
# DESCRIPTION                                                                  #
# ---------------------------------------------------------------------------- #
# This script creates a "message banner" at the top of the screen for showing  #
# non-critical (but useful) information to the player during gameplay. This    #
# banner can contain any messages you wish to place in it. These messages are  #
# handled in a "first-in, first-out" manner, creating a queue of messages to   #
# show to the player. Only one message is displayed at a time, but others can  #
# be added to the queue to display after the first message has faded out.      #
# ============================================================================ #
# USAGE INSTRUCTIONS                                                           #
# ---------------------------------------------------------------------------- #
# This script comes with its own assortment of "add-ons." The message banner   #
# does not show any messages ITSELF, but adding or creating methods which ADD  #
# to the banner can be incredibly easy.                                        #
#                                                                              #
# By default, the add-ons included in this script are automatic. There is no   #
# coding needed on your part to get them to work. You can find a list of these #
# add-ons in the Marc::Queue module below and set them as you desire. Setting  #
# an add-on to "true" will show the message while setting it to "false" will   #
# keep the message from displaying and run the original method the add-on      #
# aliased.                                                                     #
#                                                                              #
# NOTE: Messages shown for map names exclude text written between brackets.    #
# Map names will only show on the banner if the name of the new map is not the #
# same as the previous map. This keeps the banner from showing up more than    #
# once for the map if the player goes to the menu, and lets you define whole   #
# sections where you want the name shown only once. For instance, you could    #
# create an inn with two floors, one named "Inn[1F]" and the other "Inn[2F]".  #
# The banner would only display if the player entered from a location that is  #
# not named "Inn" in that case (like the town where the inn is located). ;)    #
#                                                                              #
# Also, by default, the banner will NOT show duplicate messages. If two of the #
# messages in the queue are identical, the duplicate message will be removed   #
# from the queue. You can change this behavior in the Marc::Queue module below #
# if that is not desired.                                                      #
#                                                                              #
# If you want to add messages to the banner yourself, you can easily do so in  #
# an event's Script command. Simply add the following:                         #
#                                                                              #
#     $game_map.queue.push("Your message here.")                               #
#                                                                              #
# If your message is too long to write on a single line, you can do this to    #
# get the same result:                                                         #
#                                                                              #
#     m = "Your message here."                                                 #
#     $game_map.queue.push(m)                                                  #
#                                                                              #
# For scripters: the banner reads messages from the array @queue in $game_map. #
# Adding or modifying methods to show messages is therefore simple, requiring  #
# nothing more than pushing a string to the end of the array. You could also   #
# write scripts that rearrange or modify the contents of the banner, if you so #
# desire. :)                                                                   #
#                                                                              #
# Have fun! :)                                                                 #
#     - Marc                                                                   #
# ============================================================================ #

module Marc
  module Queue
    # Set this to the switch you want to activate or deactivate the message
    # banner.
    SWITCH = 1
    # Should this switch be turned on automatically when starting a new game?
    ENABLED = true
   
    # The text alignment for the message banner. 0 is left-aligned, 1 is
    # centered, and 2 is right-aligned.
    ALIGNMENT = 1
    # The font you want the banner to display. By default, this is set to
    # Font.default_name, but you can specify an array of fonts instead. If the
    # first font in the array can't be used, it'll use the next, and so on.
    # For example: FONT = ["Verdana", "Arial", "Courier New"]
    FONT = Font.default_name
    # The background color of the message banner. Must be an instance of Color.
    # Write as Color.new(red, green, blue, transparency). Maximum values for
    # each are 255 (0 transparency is fully opaque, 255 fully transparent).
    BACKGROUND = Color.new(0, 0, 0, 128)
    # How much opacity is changed per frame when fading in or out. Increasing
    # this will cause messages to fade in and out faster, while decreasing it
    # will cause them to fade more slowly.
    FADE_STEP = 8
    # How long to show the message in frames after the fade-in is completed.
    WAIT = 120
    # Delete duplicate entries in the queue?
    REMOVE_DUPLICATES = true
   
    # Show message when a new map is loaded?
    MSG_MAP = true
    # Show message when gold is gained or lost?
    MSG_GOLD = true
    # Show message when items are gained or lost?
    MSG_ITEM = true
    # Show a message when a member is added or removed from the party?
    MSG_PARTY = true
    # Show a message when Change HP is used in an event?
    MSG_HP = true
    # Show a message when Change MP is used in an event?
    MSG_MP = true
    # Show a message when a state is added or removed in an event?
    MSG_STATE = true
    # Show a message when Recover All is used in an event?
    MSG_RECOVER = true
    # Show a message when experience is changed in an event?
    MSG_EXP = true
    # Show a message when a level is changed in an event?
    MSG_LEVEL = true
    # Show a message when an actor's parameters are changed in an event?
    MSG_PARAMETERS = true
    # Show a message when an actor learns or forgets a skill?
    MSG_SKILLS = true
    # Show a message when an actor's equipment changes in an event?
    MSG_EQUIPMENT = true
    # Show a message when an actor's name changes in an event?
    MSG_NAME = true
    # Show a message when an actor's class changes in an event?
    MSG_CLASS = true
  end
end # module Marc::Queue

# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #
# !                      DO NOT EDIT BEYOND THIS POINT.                      ! #
# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #

$imported = {} if $imported == nil
$imported["Marc_Message_Queue"] = true

# ============================================================================ #
# Game_Temp                                                                    #
# ---------------------------------------------------------------------------- #
# Aliased method: initialize                                                   #
# ============================================================================ #
if Marc::Queue::MSG_MAP
  class Game_Temp
    attr_accessor :old_map_name
   
    alias marc_queue_addons_initialize initialize
    def initialize
      @old_map_name = nil
      marc_queue_addons_initialize
    end # initialize
  end # class Game_Temp
end

# ============================================================================ #
# Game_Switches                                                                #
# ---------------------------------------------------------------------------- #
# Aliased methods: initialize                                                  #
# ============================================================================ #
if Marc::Queue::ENABLED
  class Game_Switches
    alias marc_queue_initialize initialize
    def initialize
      marc_queue_initialize
      @data[Marc::Queue::SWITCH] = true
    end # initialize
  end # class Game_Switches
end # if Marc::Queue::ENABLED

# ============================================================================ #
# Game_Map                                                                     #
# ---------------------------------------------------------------------------- #
# Aliased methods: initialize, setup                                           #
# New method: map_name                                                         #
# ============================================================================ #
class Game_Map
  attr_accessor :queue
   
  alias marc_queue_initialize initialize
  def initialize
    @queue = []
    marc_queue_initialize
  end # initialize
   
  if Marc::Queue::MSG_MAP
    alias marc_queue_addons_setup setup
    def setup(map_id)
      marc_queue_addons_setup(map_id)
      if $game_temp.old_map_name != map_name
        $game_temp.old_map_name = map_name
        unless map_name == "" or not $game_switches[Marc::Queue::SWITCH]
            @queue.push("You have entered #{map_name}.")
        end
      end
    end # setup
       
    def map_name
      data = load_data("Data/MapInfos.rvdata")
      return data[@map_id].name.gsub(/\[.*?\]/, "").strip
    end # map_name
  end
end # class Game_Map

# ============================================================================ #
# Game_Party                                                                   #
# ---------------------------------------------------------------------------- #
# Aliased methods: gain_gold, gain_item                                        #
# ============================================================================ #
if Marc::Queue::MSG_GOLD or Marc::Queue::MSG_ITEM
  class Game_Party < Game_Unit
    if Marc::Queue::MSG_GOLD
      alias marc_queue_addons_gain_gold gain_gold
      def gain_gold(n)
        marc_queue_addons_gain_gold(n)
        return if not $scene.is_a?(Scene_Map)
        return if not $game_switches[Marc::Queue::SWITCH]
        if n > 0
          if n == 1
            $game_map.queue.push("Found a #{Vocab::gold}.")
          else
            $game_map.queue.push("Found #{n} #{Vocab::gold}s.")
          end
        else
          if n == -1
            $game_map.queue.push("Lost a #{Vocab::gold}.")
          else
            $game_map.queue.push("Lost #{n.abs} #{Vocab::gold}s.")
          end
        end
      end # gain_gold
    end
   
    if Marc::Queue::MSG_ITEM
      alias marc_queue_addons_gain_item gain_item
      def gain_item(item, n, include_equip = false)
        queue_item = item.name.to_s unless item.nil?
        marc_queue_addons_gain_item(item, n, include_equip = false)
        return if not $scene.is_a?(Scene_Map)
        return if not $game_switches[Marc::Queue::SWITCH]
        unless item.nil?
          if n > 0
            if n == 1
              if queue_item =~ /^[aeiou]/i
                $game_map.queue.push("Found an #{queue_item}.")
              else
                $game_map.queue.push("Found a #{queue_item}.")
              end
            else
              $game_map.queue.push("Found #{n} #{queue_item}s.")
            end
          else
            if n == -1
              if queue_item =~ /^[aeiou]/i
                $game_map.queue.push("Lost an #{queue_item}.")
              else
                $game_map.queue.push("Lost a #{queue_item}.")
              end
            else
              $game_map.queue.push("Lost #{n} #{queue_item}s.")
            end
          end
        end
      end # gain_item
    end
  end # class Game_Party
end

# ============================================================================ #
# Game_Interpreter                                                             #
# ---------------------------------------------------------------------------- #
# Aliased methods: command_129, command_311, command_312, command_313,         #
#     command_314, command_315, command_316, command_317, command_318,         #
#     command_319, command_320                                                 #
# ============================================================================ #
class Game_Interpreter
  if Marc::Queue::MSG_PARTY
    alias marc_queue_addons_command_129 command_129
    def command_129 # Change Party
      marc_queue_addons_command_129
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        actor = $game_actors[@params[0]]
        if actor != nil and @params[1] == 0
          $game_map.queue.push("#{actor.name} has joined #{$game_party.name}.")
        elsif actor != nil and @params[1] != 0
          $game_map.queue.push("#{actor.name} has left #{$game_party.name}.")
        end
      end
    end # command_129
  end
 
  if Marc::Queue::MSG_HP
    alias marc_queue_addons_command_311 command_311
    def command_311 # Change HP
      marc_queue_addons_command_311
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        value = operate_value(@params[1], @params[2], @params[3])
        actor = $game_actors[@params[0]] unless @params[0] == 0
        @params[0] == 0 ? name = $game_party.name : name = actor.name
        if value > 0
          $game_map.queue.push("#{name} recovered #{value} #{Vocab::hp}.")
        elsif value < 0
          $game_map.queue.push("#{name} lost #{value.abs} #{Vocab::hp}.")
        end
      end
    end # command_311
  end

  if Marc::Queue::MSG_MP
    alias marc_queue_addons_command_312 command_312
    def command_312 # Change MP
      marc_queue_addons_command_312
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        value = operate_value(@params[1], @params[2], @params[3])
        actor = $game_actors[@params[0]] unless @params[0] == 0
        @params[0] == 0 ? name = $game_party.name : name = actor.name
        if value > 0
          $game_map.queue.push("#{name} recovered #{value} #{Vocab::mp}.")
        elsif value < 0
          $game_map.queue.push("#{name} lost #{value.abs} #{Vocab::mp}.")
        end
      end
    end # command_312
  end
 
  if Marc::Queue::MSG_STATE
    alias marc_queue_addons_command_313 command_313
    def command_313 # Change State
      marc_queue_addons_command_313
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        state = $data_states[@params[2]]
        actor = $game_actors[@params[0]] unless @params[0] == 0
        @params[0] == 0 ? name = $game_party.name : name = actor.name
        if @params[1] == 0
          $game_map.queue.push("#{name}#{state.message1}")
        else
          $game_map.queue.push("#{name}#{state.message4}")
        end
      end
    end # command_313
  end
 
  if Marc::Queue::MSG_RECOVER
    alias marc_queue_addons_command_314 command_314
    def command_314 # Recover All
      marc_queue_addons_command_314
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        actor = $game_actors[@params[0]] unless @params[0] == 0
        @params[0] == 0 ? name = $game_party.name : name = actor.name
        $game_map.queue.push("#{name} has been fully recovered.")
      end
    end # command_314
  end
 
  if Marc::Queue::MSG_EXP
    alias marc_queue_addons_command_315 command_315
    def command_315 # Change EXP
      marc_queue_addons_command_315
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        value = operate_value(@params[1], @params[2], @params[3])
        actor = $game_actors[@params[0]] unless @params[0] == 0
        @params[0] == 0 ? name = $game_party.name : name = actor.name
        if value > 0
          $game_map.queue.push("#{name} gained #{value} experience.")
        elsif value < 0
          $game_map.queue.push("#{name} lost #{value.abs} experience.")
        end
      end
    end # command_315
  end
 
  if Marc::Queue::MSG_LEVEL
    alias marc_queue_addons_command_316 command_316
    def command_316 # Change Level
      marc_queue_addons_command_316
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        value = operate_value(@params[1], @params[2], @params[3])
        actor = $game_actors[@params[0]] unless @params[0] == 0
        @params[0] == 0 ? name = $game_party.name : name = actor.name
        if @params[0] == 0
          if value > 0
            if value == 1
              $game_map.queue.push("#{name} gained a #{Vocab::level}.")
            else
              $game_map.queue.push("#{name} gained #{value} #{Vocab::level}s.")
            end
          elsif value < 0
            if value == -1
              $game_map.queue.push("#{name} lost a #{Vocab::level}.")
            else
              $game_map.queue.push
              ("#{name} lost #{value.abs} #{Vocab::level}s.")
            end
          end
        else
          $game_map.queue.push
          ("#{name} is now #{Vocab::level} #{actor.level + value}.")
        end
      end
    end # command_316
  end

  if Marc::Queue::MSG_PARAMETERS
    alias marc_queue_addons_command_317 command_317
    def command_317 # Change Parameters
      marc_queue_addons_command_317
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        value = operate_value(@params[2], @params[3], @params[4])
        actor = $game_actors[@params[0]]
        name = actor.name
        if actor != nil and value != 0
          case @params[1]
          when 0
            $game_map.queue.push
            ("#{name}'s maximum #{Vocab::hp} is now #{actor.maxhp}.")
          when 1
            $game_map.queue.push
            ("#{name}'s maximum #{Vocab::mp} is now #{actor.maxmp}.")
          when 2
            $game_map.queue.push("#{name}'s #{Vocab::atk} is now #{actor.atk}.")
          when 3
            $game_map.queue.push("#{name}'s #{Vocab::def} is now #{actor.def}.")
          when 4
            $game_map.queue.push("#{name}'s #{Vocab::spi} is now #{actor.spi}.")
          when 5
            $game_map.queue.push("#{name}'s #{Vocab::agi} is now #{actor.agi}.")
          end
        end
      end
    end # command_317
  end
 
  if Marc::Queue::MSG_SKILLS
    alias marc_queue_addons_command_318 command_318
    def command_318 # Change Skills
      marc_queue_addons_command_318
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        actor = $game_actors[@params[0]]
        if actor != nil
          name = actor.name
          skill = $data_skills[@params[2]]
          if @params[1] == 0
            $game_map.queue.push("#{name} learned #{skill.name}.")
          else
            $game_map.queue.push("#{name} forgot #{skill.name}.")
          end
        end
      end
    end # command_318
  end

  if Marc::Queue::MSG_EQUIPMENT
    alias marc_queue_addons_command_319 command_319
    def command_319 # Change Equipment
      marc_queue_addons_command_319
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        actor = $game_actors[@params[0]]
        if actor != nil
          name = actor.name
          if @params[1] == 0 or (@params[1] == 1 and actor.two_swords_style)
            equipment = $data_weapons[@params[2]]
          else
            equipment = $data_armors[@params[2]]
          end
          unless equipment.nil?
            $game_map.queue.push("#{name} has equipped #{equipment.name}.")
          else
            case @params[1]
            when 0
              $game_map.queue.push("#{name} has unequipped a weapon.")
            when 1
              $game_map.queue.push("#{name} has unequipped their shield.")
            when 2
              $game_map.queue.push("#{name} has unequipped their headgear.")
            when 3
              $game_map.queue.push("#{name} has unequipped their armor.")
            when 4
              $game_map.queue.push("#{name} has unequipped their accessory.")
            end
          end
        end
      end
    end # command_319
  end
 
  if Marc::Queue::MSG_NAME
    alias marc_queue_addons_command_320 command_320
    def command_320 # Change Name
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        actor = $game_actors[@params[0]]
        if actor != nil
          $game_map.queue.push("#{actor.name} is now known as #{@params[1]}.")
        end
      end
      marc_queue_addons_command_320
    end # command_320
  end
 
  if Marc::Queue::MSG_CLASS
    alias marc_queue_addons_command_321 command_321
    def command_321 # Change Class
      marc_queue_addons_command_321
      if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
        actor = $game_actors[@params[0]]
        new_class = $data_classes[@params[1]]
        if actor != nil and new_class != nil
          if new_class.name =~ /^[aeiou]/i
            $game_map.queue.push("#{actor.name} is now an #{new_class.name}.")
          else
            $game_map.queue.push("#{actor.name} is now a #{new_class.name}.")
          end
        end
      end
    end # command_321
  end
end # class Game_Interpreter

# ============================================================================ #
# Spriteset_Map                                                                #
# ---------------------------------------------------------------------------- #
# Aliased methods: initialize, update, dispose                                 #
# ============================================================================ #
class Spriteset_Map
  alias marc_queue_initialize initialize
  def initialize
    marc_queue_initialize
    @queue = Marc_Queue.new(@viewport3) if $game_switches[Marc::Queue::SWITCH]
  end # initialize
 
  alias marc_queue_update update
  def update
    if $game_switches[Marc::Queue::SWITCH]
      @queue.update unless @queue.nil?
    else
      $game_map.queue.clear if $game_map.queue != nil
    end
    marc_queue_update
  end # update
 
  alias marc_queue_dispose dispose
  def dispose
    @queue.dispose unless @queue.nil?
    marc_queue_dispose
  end # dispose
end # class Spriteset_Map

# ============================================================================ #
# Marc_Queue                                                                   #
# ---------------------------------------------------------------------------- #
# Methods: initialize, update, dispose                                         #
# ============================================================================ #
class Marc_Queue < Sprite_Base
  def initialize(viewport)
    super(viewport)
    @counter = 0
    self.opacity = 0
  end # initialize
 
  def update
    return if $game_map.queue.empty?
    $game_map.queue.uniq! if Marc::Queue::REMOVE_DUPLICATES
    if self.bitmap.nil? and @counter == 0
      self.bitmap = Bitmap.new(Graphics.width, 24)
      self.bitmap.fill_rect(0, 0, Graphics.width, 24, Marc::Queue::BACKGROUND)
      self.bitmap.font.name = Marc::Queue::FONT
      self.bitmap.draw_text(0, 0, Graphics.width - 4, 24,
        $game_map.queue[0].to_s, Marc::Queue::ALIGNMENT)
      self.z = 500
    end
    if self.opacity < 255 and @counter < Marc::Queue::WAIT
      self.opacity += Marc::Queue::FADE_STEP
    end
    if @counter < Marc::Queue::WAIT
      @counter += 1
    else
      self.opacity -= Marc::Queue::FADE_STEP if self.opacity > 0
      if self.opacity <= 0
        $game_map.queue.shift
        self.bitmap = nil
        @counter = 0
      end
    end
  end # update
end # class Marc_Queue

Credit


  • Marc of Fall From Eden

Support


You may receive support for this script in this topic or by sending us a personal message on these forums.

Known Compatibility Issues

This script assumes that you're using the default RMVX scripts. Little is done in this script to check if the messages being pushed into the banner are accurate if you are using scripts that modify the way such things work.

With that said, creating new scripts or modifying existing ones so that they push accurate messages into the banner is usually very simple. If you have a request for banner integration with another script, simply let us know and Marc will attempt to work something out for you. :)

Demo


No demo exists for this script, as it did not seem necessary, especially considering the effect of the banner is plug-and-play. Essentially, there isn't much to demonstrate or explain in detail. ;)

We can certainly upload one if it is requested, however.

Author's Notes


Once again, Marc wrote this script for our own nefarious purposes and fixed it up some for public consumption. Basically, the idea behind this script came to us once we noticed how many map name scripts and "item pop-up"-style scripts are out there, which made us ask, "why are these treated separately?" So, we decided to create a general-purpose message queue that can store and display any message desired whenever it's needed. As such, we've been using this script for all kinds of things, from debugging to giving the player non-critical (but still important) information in-game. :)

Terms of Use

:ccbysa:
This script is licensed under a Creative Commons BY-SA 3.0 license. Essentially, you may use it for commercial games, but proper attribution is required; as well, you may modify the script any way you like as long as the modified version retains attribution to the original author and is released under an identical license.

*
RMRK's dad
Rep:
Level 86
You know, I think its all gonna be okay.
For going the distance for a balanced breakfast.Project of the Month winner for June 2009For being a noted contributor to the RMRK Wiki2013 Best WriterSilver Writing ReviewerSecret Santa 2013 Participant
Hm. Simple, but nifty. This is decent work, sir. Uh, sirs. Um... people-in-a-person.
:tinysmile:

***
Rep:
Level 60
Hm. Simple, but nifty. This is decent work, sir. Uh, sirs. Um... people-in-a-person.

Marc: Thank you. :)

To be honest, the message queue itself is little more than a snippet, as it requires approximately 60 lines of actual code to run. The rest of this script was just automating the act of pushing messages into the queue whenever something happens. :)

On that note, if anyone has any suggestions about any further automated messages, I would be happy to try to implement them (it is rather simple, after all). :D

**
Rep: +0/-0Level 67
RPGVX Advanced (I Do Not Script Tough)
great its better than a message box :D