Looping Balloon Icon While Talking

gannon665

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I know there is a balloon icon for "Silence" that looks like a speech bubble with "..." in it, and I know how to make it play over an event. However, I was wondering if there is a way for the balloon icon animation to loop continuously when the player is talking to an NPC. While talking to the player the NPC would have the "Silence" balloon floating over their head as their text box is shown. Once the conversation is over, the balloon icon goes away.

I've tried using Loops and Breaks to accomplish this, and I can't seem to figure out what to do. I'd prefer not to have to use another script for this, if it can be done with simple eventing, as I'm currently using a message system script(Yanfly Message System). 
 

Hudell

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I do exactly that on my game, but I use a script for it.

To do it with events, you'll probably have to use a separate parallel process to add the balloon to the event repeatedly.

And I think that without using any scripts, you won't be able to halt the animation of the balloon when you stop talking.
 

Soul

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You'd be better off making the balloon into its own character graphic. I attempted to make what you wanted using conditional branches and switches, one conditional branch and one switch per NPC on the map, within one parallel process. It wasn't working for me.

If you were to take it to make it a character graphic, it could run as an event above the NPC's head. First page would be blank, second page would show the graphic (just check the stepping animation on) when a switch is turned on, and it would loop as-is until the switch is turned off. I've considered doing this in the past for my game. I could take a shot at it, if you'd like me to. Making this graphic, I mean. It'd be simple enough.
 
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gannon665

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I do exactly that on my game, but I use a script for it.

To do it with events, you'll probably have to use a separate parallel process to add the balloon to the event repeatedly.

And I think that without using any scripts, you won't be able to halt the animation of the balloon when you stop talking.
What script do you use for it exactly? I'd prefer not to give up using Yanfly, but I'm always interested in trying new things. I don't use the entire script I have anyway, I'm really only using it so it will separate character names from the normal text box. If this script can do that too, than I might switch.

You'd be better off making the balloon into its own character graphic. I attempted to make what you wanted using conditional branches and switches, one conditional branch and one switch per NPC on the map, within one parallel process. It wasn't working for me.

If you were to take it to make it a character graphic, it could run as an event above the NPC's head. First page would be blank, second page would show the graphic (just check the stepping animation on) when a switch is turned on, and it would loop as-is until the switch is turned off. I've considered doing this in the past for my game. I could take a shot at it, if you'd like me to. Making this graphic, I mean. It'd be simple enough.
That sounds at least semi-doable, just a lot of work. How would I be able to do it and keep the NPC's moving? If they're set at random movements, wouldn't the game get confused?
 

Hudell

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What script do you use for it exactly? I'd prefer not to give up using Yanfly, but I'm always interested in trying new things. I don't use the entire script I have anyway, I'm really only using it so it will separate character names from the normal text box. If this script can do that too, than I might switch.
I wrote it myself.

I have to make some adjustments on the script because I made it thinking only about my own game. When that is ready, I'll share it here.

There's no reason to stop using any other script because of it.

Edit: Here's the script:

https://github.com/Hudell/scripts/blob/master/standalone/balloon/orange_balloon.rb

show the balloon with this script call:

OrangeBalloon.show_balloon(8)and hide it with this script call:

Code:
OrangeBalloon.hide_balloon
 
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gannon665

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Oh. My. Gosh.

Thank you!
That works absolutely perfectly! You solved my problem :p

Also, the game in your signature has me interested. So this has all been a win-win haha!

Thank you very much.

Do you have any particular rules I need to follow about using it? Would it work if I had more than the default amount of balloon icons? Am I allowed to use it for a commercial game possibly? 
 
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Soul

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That sounds at least semi-doable, just a lot of work. How would I be able to do it and keep the NPC's moving? If they're set at random movements, wouldn't the game get confused?
Easy:

First page of your NPC should look like the picture I've attached. How you set that up is by setting a recording for the X&Y position of the NPC, the option on page one of the event command listing. Set up one for X and go to Game Data, under the Operand. Select Character > This Event > Map X. Do the same for Y.

Next, go to page 2 of the command lists. Choose "Set Event Location" > under designate with variables, choose the variables in the places they fit. Then, insert another new command for a move route, telling the game to move the speech bubble up one.

Is that easy enough? I can make a simpler, or rather, better step-by-step if needed. Or just upload a demo to my drop-box for you.

EDIT: Guess your problem was solved before I could post this. Had to go to the store mid-typing. xD

Setting It Up.PNG
 
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Hudell

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Oh. My. Gosh.

Thank you!

That works absolutely perfectly! You solved my problem :p

Also, the game in your signature has me interested. So this has all been a win-win haha!

Thank you very much.

Do you have any particular rules I need to follow about using it? Would it work if I had more than the default amount of balloon icons? Am I allowed to use it for a commercial game possibly? 
You can use it in any kind of game you want, no need for credits.

And it will probably work with more balloons, but let me know if you find any problem.
 

gannon665

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I just happened to think of a question about the balloons of yours.

Is it possible to have them appear over the head of an event on screen, but not the one being active?

For example, if I was doing a cut-scene through a parallel process event, would I be able to script call the balloon to appear over the player or an event NPC's head?
 

Hudell

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Sure.

show:

OrangeBalloon.show_balloon_at_event(15, 8)hide:

OrangeBalloon.hide_balloon(15)Just replace the number 15 by the ID of the event.
 
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gannon665

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I just tried that, and I couldn't get it to work. Nothing displays over the events head when the cut-scene runs. :/

The ID of the event is 93, so it would look like this, correct?:

OrangeBalloon.show_balloon_at_event(93, 8)
 

Hudell

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Yes, that should work.

I'll give it a test here to see if there's anything wrong.
 

gannon665

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Have you had a chance to test it yet?
 

Kes

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On a slightly different note, I saw your remark about doing a cut scene on a parallel process.  This is something which normally should not be done.  Cut scenes should normally be done with autorun. 
 

gannon665

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That worked perfectly, thank you! :D

On a slightly different note, I saw your remark about doing a cut scene on a parallel process.  This is something which normally should not be done.  Cut scenes should normally be done with autorun. 
I've never actually tried doing any eventing with Autorun processes. Why shouldn't cut scenes be done as parallel? 
 

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