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Multiple Message Windows Extended - DerVVulfman - 03-22-2025 Multiple Message Windows Extended
Version: 1.1 Introduction This custom message system adds numerous features on top of the default message system, the most notable being the ability to have multiple message windows open at once. The included features are mostly themed around speech bubble-like messages, but many are useful even for default-style messages. Features
Screenshots ![]() Demo There are TWO demos, one for general users, the other for those using the RMXP SDK v 2.4. Click for the Standard Edition Click for the RMXP SDK Edition Look for the Download link in the top right of the screen Instructions Plenty, and within the title/header page. There are so many options, you gotta be NUTS to delete it. FAQ Includes the FONTZ script that grants Outline, Shadow, Underline and Strikethru styles. MOST of the system between both demos are the same, only using different "System Adaptation Scripts" depending on standard and SDK editions. Compatibility Designed for RPGMaker XP. Overwrites the Message system, some components of Game Battler, and main scripts within Scene_Map and Scene_Battle. Please refer to the System Adaptation Scripts which perform most overwrite changes where most changes may be needed. Edited areas are 'marked'. Credits and Thanks Wachunga of course XRXS code for the self-close and wait for input Slipknot for a convenient approach to altering settings in-game SephirothSpawn for bitmap rotate method Terms and Conditions Free to use, even in commercial projects. However, I will need some form of due credit for both myself, Wachunga, XRXS, Slipnot and SephirothSpawn. RE: Multiple Message Windows Extended - DerVVulfman - 04-02-2026 BUMP
to version 1.1
The initial version contains an animated portrait and battler portrait system. And with it, a feature to allow one to keep the portrait to remain on screen while going from one message to another without flicker or need to redraw. But the update made today streamlines the commands into the simple script calls of "hold_portrait" and "hold_battler". The audio playback option likewise has a new script call, that being "set_message_audio". And by calling this command before the message event, you need not need to use the initial \A command code. For error prevention issues, the process that plays the audio will first check the validity of the file itself. It will check and make sure that the audio file does exist within the Audio\SE folder, and can check between all basic audio file formats native to RPGMaker XP. And of errors, this version also fixes a bug that prevented the use of animated portraits when the portrait had only one frame and was intended to be static. This was an un-noticed bug, and one fixed with a simple value change. |