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Message Boxes

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***
Rep:
Level 89
is there something i can edit or put in my game to make the message box resize its self to the size of the dialog SCREENSHOT

I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

*
I love Firerain
Rep:
Level 97
=D
Why dont you use the system blizzard has in his movie thing...

but only problem, box not appear :(
Arlen is hot.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I will post later the code you need to put in, I can't right now.
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*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
I'd recommend you first fix the windowskin, import it PROPERLY. -_-
I'd post some code to help out, but for some reason it doesn't work for everybody... so... yeah.
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Replace Window_Message with this code, or just put it in a new script under Window_Message.

Code: [Select]
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  This message window is used to display text.
#==============================================================================

class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(80, 304, 480, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.z = 9998
    @fade_in = false
    @fade_out = false
    @contents_showing = false
    @cursor_width = 0
    @org_w = self.width
    @org_h = self.height
    @org_x = self.x
    @org_y = self.y
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    terminate_message
    $game_temp.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Terminate Message
  #--------------------------------------------------------------------------
  def terminate_message
    self.active = false
    self.pause = false
    self.index = -1
    self.contents.clear
    # Clear showing flag
    @contents_showing = false
    # Call message callback
    if $game_temp.message_proc != nil
      $game_temp.message_proc.call
    end
    # Clear variables related to text, choices, and number input
    $game_temp.message_text = nil
    $game_temp.message_proc = nil
    $game_temp.choice_start = 99
    $game_temp.choice_max = 0
    $game_temp.choice_cancel_type = 0
    $game_temp.choice_proc = nil
    $game_temp.num_input_start = 99
    $game_temp.num_input_variable_id = 0
    $game_temp.num_input_digits_max = 0
    # Open gold window
    if @gold_window != nil
      @gold_window.dispose
      @gold_window = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    for i in 0...2
      if i == 0
        self.contents.clear
      else
        self.contents = Bitmap.new(width - 32, height - 32)
      end
      if $fontface != nil
        self.contents.font.name = $fontface
      elsif $defaultfonttype != nil
        self.contents.font.name = $defaultfonttype
      end
      self.contents.font.color = normal_color
      max_w = 0
      max_h = 0
      x = y = 0
      @cursor_width = 0
      # Indent if choice
      if $game_temp.choice_start == 0
        x = 8
      end
      # If waiting for a message to be displayed
      if i == 0
        old_text = $game_temp.message_text.clone
      else
        $game_temp.message_text = old_text
      end
      if $game_temp.message_text != nil
        text = $game_temp.message_text
        # Control text processing
        begin
          last_text = text.clone
          text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
        end until text == last_text
        text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
          $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
        end
        # Change "\\\\" to "\000" for convenience
        text.gsub!(/\\\\/) { "\000" }
        # Change "\\C" to "\001" and "\\G" to "\002"
        text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
        text.gsub!(/\\[Gg]/) { "\002" }
        # Get 1 text character in c (loop until unable to get text)
        while ((c = text.slice!(/./m)) != nil)
          # If \\
          if c == "\000"
            # Return to original text
            c = "\\"
          end
          # If \C[n]
          if c == "\001"
            # Change text color
            text.sub!(/\[([0-9]+)\]/, "")
            color = $1.to_i
            if color >= 0 and color <= 7
              self.contents.font.color = text_color(color)
            end
            # go to next text
            next
          end
          # If \G
          if c == "\002"
            # Make gold window
            if @gold_window == nil
              @gold_window = Window_Gold.new
              @gold_window.x = 560 - @gold_window.width
              if $game_temp.in_battle
                @gold_window.y = 192
              else
                @gold_window.y = self.y >= 128 ? 32 : 384
              end
              @gold_window.opacity = self.opacity
              @gold_window.back_opacity = self.back_opacity
            end
            # go to next text
            next
          end
          # If new line text
          if c == "\n"
            # Update cursor width if choice
            if y >= $game_temp.choice_start
              @cursor_width = [@cursor_width, x].max
            end
            # Add 1 to y
            y += 1
            x = 0
            # Indent if choice
            if y >= $game_temp.choice_start
              x = 8
            end
            # go to next text
            next
          end
          # Draw text
          self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
          # Add x to drawn text width
          x += self.contents.text_size(c).width
          max_w = [x, max_w].max
        end
        max_h = y * 32
      end
      if i == 0
        self.width = max_w + 40
        self.height = max_h + 32
        self.x = @org_x + (@org_w - self.width)/2
        self.y = @org_y + (@org_h - self.height)/2
      end
    end
    # If choice
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    # If number input
    if $game_temp.num_input_variable_id > 0
      digits_max = $game_temp.num_input_digits_max
      number = $game_variables[$game_temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new(digits_max)
      @input_number_window.number = number
      @input_number_window.x = self.x + 8
      @input_number_window.y = self.y + $game_temp.num_input_start * 32
    end
  end
  #--------------------------------------------------------------------------
  # * Set Window Position and Opacity Level
  #--------------------------------------------------------------------------
  def reset_window
    if $game_temp.in_battle
      @org_y = self.y = 16
    else
      case $game_system.message_position
      when 0  # up
        @org_y = self.y = 16
      when 1  # middle
        @org_y = self.y = 160
      when 2  # down
        @org_y = self.y = 304
      end
    end
    if $game_system.message_frame == 0
      self.opacity = 255
    else
      self.opacity = 0
    end
    self.back_opacity = 160
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If fade in
    if @fade_in
      self.contents_opacity += 24
      if @input_number_window != nil
        @input_number_window.contents_opacity += 24
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
      return
    end
    # If inputting number
    if @input_number_window != nil
      @input_number_window.update
      # Confirm
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        # Dispose of number input window
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    # If message is being displayed
    if @contents_showing
      # If choice isn't being displayed, show pause sign
      if $game_temp.choice_max == 0
        self.pause = true
      end
      # Cancel
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      # Confirm
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    # If display wait message or choice exists when not fading out
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    # If message which should be displayed is not shown, but window is visible
    if self.visible
      @fade_out = true
      self.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      self.cursor_rect.set(8, n * 32, @cursor_width, 32)
    else
      self.cursor_rect.empty
    end
  end
end

You also could have used Slipknot's AMS (Advanced Message System).
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Visit our website.
You can also love/hate us on Facebook or the game itself.


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