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FTKR Ex Message Window - FTKR_ExMessageWindow.js
Plugin desc : v1.0.2 Message window extension plugin
License : MIT License
Author : Futokoro
Desc page : https://github.com/munokura/futokoro-MV-plugins
Download Page : https://raw.githubusercontent.com/munokura/futokoro-MV-plugins/refs/heads/master/FTKR_ExMessageWindow.js
File name : FTKR_ExMessageWindow.js
Help of plugin :
@plugindesc v1.0.2 Message window extension plugin @author Futokoro @url https://github.com/munokura/futokoro-MV-plugins @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/futokoro-MV-plugins ). Original plugin by Futokoro. Please check the URL below for the latest version of the plugin. URL https://github.com/futokoro/RPGMaker ----- ----------------------------------------------------------------------------- Overview ----------------------------------------------------------------------------- The following control characters have been added to the list of control characters that can be used for displaying text, etc. 1. Displaying Text in a Subwindow ¥SUBA[display position, text, face image filename, face image number)] ¥SUBB[display position, text, face image filename, face image number)] ¥SUBW[window number, face image settings, window settings, display position, text] : SubA and SubB windows can be displayed simultaneously. : This control character can only be used when displaying text. ----------------------------------------------------------------------------- Setup Method ----------------------------------------------------------------------------- 1. Add this plugin to the "Plugin Manager." ----------------------------------------------------------------------------- "Displaying Text in a Subwindow" Function ----------------------------------------------------------------------------- You can display images using the following control characters. The same results can be achieved using either the face image filename or face image number input method. ¥SUBA[Display Position, Text, Face Image Filename, Face Image Number] ¥SUBA[Display Position, Text, Face Image Filename (Face Image Number)] ¥SUBB[Display Position, Text (, Face Image Filename, Face Image Number)] ¥SUBB[Display Position, Text, Face Image Filename (Face Image Number)] ¥SUBW[Window Number, Face Image Filename (Face Image Number), Background Settings, Display Position, Text] Window Number : Specifies the subwindow number to display. : 0 - Subwindow A : 1 - Subwindow B : This has the same meaning as the window number specified in the script described below. Display Position : Specifies the position on the screen where the subwindow will be displayed. : 0 or Top - Top of the screen : 1 or Middle - Center of the screen : 2 or Bottom - Bottom of the screen : Left - Left-justified : Right - Left-justified : You can specify combinations such as "top left". Text : Enter the text to be displayed in the sub-window. : Control characters must be entered separately. Facial Image File Name : Specify the file name of the facial image you want to display. : If left blank, it will not be displayed. Facial Image Number : Specify the number of the image in the facial image file to display. : If left blank, image 0 will be displayed. Background Settings : Specify the background settings using the following numbers or letters. : 0 or Window : 1 or Darken : 2 or Transparent : If left blank, the window type will be used. Input Example) ¥SUBA[Top,Hello] Displays "Hello" in Subwindow A at the top of the screen. ¥SUBA[0,Hello,Actor1,2] ¥SUBA[Top,Hello,Actor1(2)] Displays "Hello" in Subwindow A at the top of the screen, with the second face image from Actor1.png. ¥SUBW[0,Actor1(2),Dark,Top,Hello] Displays "Hello" in Subwindow 0 at the top of the screen, with the second face image from Actor1.png. The background setting is set to "Dark." ----------------------------------------------------------------------------- Regarding Subwindow Display Timing ----------------------------------------------------------------------------- The timing of subwindow display is determined by the location of the control character inserted in the text display field. Input Example) Suppose you execute the text display event shown below. ◆ Text: Actor1(1), Window, Bottom : : Hello : : ¥SUBA[0, Hello, Actor1, 2] It's a nice day ◆ In this case, the following order will be displayed. 1. The main window is displayed at the bottom of the screen. 2. "Hello" is displayed in the main window. 3. Subwindow A is displayed at the top of the screen. 4. "Hello" is displayed in Subwindow A and waits for input. 5. After input, "It's a nice day" is displayed in the main window and waits for input. 6. After input, the main window and Subwindow A disappear. As shown above, the subwindow disappears after the main window has finished displaying. ----------------------------------------------------------------------------- Using control characters in subwindows ----------------------------------------------------------------------------- If you want to use control characters in subwindows, you must configure the display content in a script. Execute the following script command before the Event's Contents that displays the text. $gameSubMessage.add(Window Number, 'Display Content') Window Number : Specify the following values depending on the subwindow you want to display. : 0 - Subwindow A : 1 - Subwindow B Display Content : Enter the content you want to display, enclosed in quotation marks. : Control characters are allowed, but if you do, : Be sure to double the backslash (¥). : Note that the content entered here will be displayed as a single line. Example: To display icon ID 76 in subwindow A ◆ Script: $gameSubMessage.add(0, 'This will display icon ¥¥I[76]') ◆ Text: Actor1(1), Window, Bottom : : Displays the icon in the subwindow. : : ¥SUBA[0,This is line 2,Actor1,2] ◆ In this case, 1. The main window displays "Displaying an icon in a subwindow." 2. Subwindow A appears at the top of the screen. 3. Subwindow A displays "This will display icon ***. This is line 2." and waits for input. ⇒The icon is displayed in the *** area. As shown in the result of 3, the text entered using control characters is displayed on the line following the text entered in the script. ----------------------------------------------------------------------------- How to change the size of a subwindow ----------------------------------------------------------------------------- If you want to change the size of a subwindow, execute the following script before the Event's Contents that displays the text. $gameSubMessage.setWindowSize(window number, window width, number of lines) Window number : Specify the following value according to the subwindow you want to display. :0 - Subwindow A :1 - Subwindow B Window Width : Specify the window width as a percentage, with 100 being the same width as the screen size. Lines : Specify the window height as the number of lines that can be displayed. ----------------------------------------------------------------------------- License for this Plugin ----------------------------------------------------------------------------- This plugin is released under the MIT License. Copyright (c) 2017 Futokoro http://opensource.org/licenses/mit-license.php ----------------------------------------------------------------------------- Change History ----------------------------------------------------------------------------- v1.0.2 - 2017/04/02: Added Traits 1. Added the ability to specify the subwindow display position in Japanese. 2. Added control characters for subwindow display. v1.0.1 - March 30, 2017: Help revisions v1.0.0 - March 28, 2017: First version created -----------------------------------------------------------------------------