Introduction:
This plugin allows your game to read dialogue from an external text file, as opposed to the traditional method of needing to create new show text windows over and over again. Now, there are a few limitations that I intend to find workarounds for (changing window positions and backgrounds).
All text codes are supported! This plugin works alongside YEP_MessageCore and Galv's Message plugins (and any addons and/or patches of said plugins). Just place this below all of them in the load order. More information and instructions can be found in the plugin's help section.
Download:
Dropbox
Required Plugins:
Yanfly's Message Core
Credit:
JGreene
Yanfly (for Message Core)
Terms of use:
Free to use in any project, even commercial ones. Please do not edit or redistribute this plugin on any site. Instead, add a link to this thread. If you wish to see any changes or improvements, post a reply here or send me a PM.
Thanks, and enjoy!
Batch Text (Sequenced Dialogue)
● ARCHIVED · READ-ONLY
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When using the "Advanced" idea to have a single txt file for the entire dialog script with sections for every single NPC/Event, the plugin knows where to start based on the control variable. But, how does it know where to end? As it is, won't it go through every single line after the indicated starting point?
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The plugin won't know where to end on it's own. Make sure you only use the plugin command the exact number of times you need messages read. If you use it more than you need, that NPC/event will continue speaking lines designated for other NPCs/events.
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Alright, got the gist of how it works. Thanks a lot for the clarification.
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What about character portraits?
From what I read you can't use several text files? -
Since portraits are variable in file name and require an additional script line that cannot be pulled from the message content, I haven't found a way to support them.
However, there could be a plugin that helps display faces through a text code. I recall XP having something of the sort, but not sure about MV. Nonetheless, a face displayed that way would have to sit offset from the message box entirely as not to block text.