MV - Disabling the message box opening and closing animation

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Started by Kokonaugt 6 posts View original ↗
  1. Hello, I want to disable the message box "squishing" animation for my game, since it has a game boy color style and this effect doesn't match the look of the game.
    While looking around I found a plugin by Caethyril that addresses just that, and overall it works just fine : the problem is when multiple text windows are displayed one after the other, they close and reopen in a few frames, which looks weird.
    Is there a way to avoid that by keeping the text window open until the end of a dialog?
    I'm sending the plugin and a gif of what it looks like to make it more clear.
    Thanks in advance for your help!

    dialogbox.gif
  2. [move]Plugin Support[/move]
  3. I remember doing something like this for VX ACE some time ago, I don't know well how it behaves in MV. The message system should trigger the opening animation only at beginning of text and closing animation at the end.
    So if your event has text, text, text, there should be only one opening and closing animation (no animation between texts). And if you you disable those animations you shouldn't see the animations at beginning and end (and the pause between texts).
    Now the problem is when in your event you put something between those texts, like a choice or a change in switchs, etc (don't know well which ones). Then suddenly those opening and closing animations appear (the message window is being disposed and created anew), and that's what you are seeing.
    Then, solutions for that would be, without plugins, to discern what makes the animations trigger between text, and avoid them. Or make a plugin that accepts script calls that force the system to not dispose of the message window, and you manually call it at the begging of a text scene and at the end.
  4. Zero_G said:
    I remember doing something like this for VX ACE some time ago, I don't know well how it behaves in MV. The message system should trigger the opening animation only at beginning of text and closing animation at the end.
    So if your event has text, text, text, there should be only one opening and closing animation (no animation between texts). And if you you disable those animations you shouldn't see the animations at beginning and end (and the pause between texts).
    Now the problem is when in your event you put something between those texts, like a choice or a change in switchs, etc (don't know well which ones). Then suddenly those opening and closing animations appear (the message window is being disposed and created anew), and that's what you are seeing.
    Then, solutions for that would be, without plugins, to discern what makes the animations trigger between text, and avoid them. Or make a plugin that accepts script calls that force the system to not dispose of the message window, and you manually call it at the begging of a text scene and at the end.
    The thing is, there's nothing inbetween those dialog lines, I don't really get what's happening.

    1641756346396.png

    Here is how the event looks like for what we see in the gif.
    I was wondering if it could be related to another plugin so I tested it in a new project, but the result is the same. So I suppose the little script I posted above skips a step or something?
    I can cheat around the dialog situation by showing and erasing an image that looks like the message box whenever I need it, it's dirty but it works and it's not that much more work tbh, but there are other instances where it happens and I can't hide it that easily ( for example at the end of a battle I use Yanfly's VictoryAftermath plugins and the window blinks between each result screen).
  5. Ah, yes, the plugin you shared is doing it wrong. Let me give it a try to make a working one.

    EDIT: And here it is, this one should work properly. Disable CAETHYRIL's one, and use this one instead. Contact me if it gives you problems
  6. Zero_G said:
    Ah, yes, the plugin you shared is doing it wrong. Let me give it a try to make a working one.

    EDIT: And here it is, this one should work properly. Disable CAETHYRIL's one, and use this one instead. Contact me if it gives you problems
    Thanks a lot! It seems to work great. I'm really glad to get a solution for this very niche problem in so little time. :rock-right: