Galv's Message Styles

● ARCHIVED · READ-ONLY
Started by Galv 127 posts Page 7 of 7 View original ↗
  1. Choraß said:
    Hello, i have a issue with the "Message Padding" function.

    In my case i wanted to use the default textbox aswell, but the padding function override all basic settings. It's possible that the padding function only change it for the speech bubble if use "\pop[x]" and not override the basic settings?

    Because for the default textbox i need a another padding setting as the speech bubble and opposite.
    Maybe someone knows a way or Galv could you to implement it please?


    Edit: Nevermind, already done.
    Hi! I know this topic is really old...
    Since now I have the exact same issue... Do you remember how you solved it? Or if there's a certain option I didn't see?
    Thank you in advance! :thumbsup-left:
    -Ele, Ludi Tarantula Team
  2. Is this possible to use and make animated textbox?
  3. @Galv Why can't I download your plugins anymore?
    Can you fix that problem?
  4. @FinnishEngineer They are working, you can download them. You likely experienced a temporary issue with the file host which does happen occasionally.
  5. Galv said:
    @FinnishEngineer They are working, you can download them. You likely experienced a temporary issue with the file host which does happen occasionally.
    oh, ok
  6. Galv, I noticed that if I try to dynamically add an x,y popup without using the Show Text command, in an event command (or common event command), it doesn't seem to respect the x,y pop-up. Instead, I would guess it strips away that as invalid messaging?

    let message = "\\pop[800,400]\\c[5]Tree \\v[200]"
    let nTree = 100+$gameVariables.value(200);
    if (nTree >100 && nTree < 110){
    let glyf = $gameVariables.value(nTree);
    if (glyf > 0 && glyf < 10){
    let icon = 9+glyf;
    message+=" is projecting\\i["+icon+"]"
    if ($gameSwitches.value(88)){ message+="\\n which is value \\c[1]"+glyf.toString()+"."; }
    else { message+= " looks like a tree."}
    } else { message+= " looks like a tree."}
    }
    $gameMessage.add(message);

    Is there a way to use the javascript $gameMessage.add(message) so that it will accept my dynamic use of the pop[x,y] escape code?

    I want to do this because, as you can see in the code snippet, I want to dynamically change a few qualities of the text including the icon being shown without having to modify the way icons are parsed in variables.
  7. if i wanted to make a secondary arrow, one that sits on the bottom left of the dialogue box (when a character is on the edge of the screen) what dimensions does the image need to be?