Bestboy

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Hello, Im a newbie to rpgmv. May I ask how can I use this plugin? I put it in a javascript and plugged it in like other plugins but I don't know how to hide messages. I see the features of choosing a button that show a message, right-click shows message, and new page show message. But how do I let hide messages with one key?
 

Jatopian

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Your question is not very clear, but: The buttons/keys to hide the message are the ones defined in the "key" param, in addition to mouse right-click unless you disable that. Any key that hides messages also shows messages - it is a toggle.
 

MiD

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Hello! Thanks a lot for this plugin and its updates, works great. There are a couple of things though:

1st of all I had to edit the name window part - as is it only works for right click. Basically it's a bracket at the end, it has to be placed earlier - if you see that section it will jump out.

2nd I added a little thingie:

Window_Message.prototype.isToggleHide = function () { if (!$gameMessage.isBusy()) return; for (var p of pKey) { if (Input.isTriggered(p)) return true; } return false; }

this "$gameMessage.isBusy()" returns true if there's any active game message, regardless of if it's hidden or not. So in this way we can make sure that the hide messages button only works if there is an actual message present.

This works greatly with the "pause if hidden" button (that's how it should be used anyway) because then, there's no way to mistakenly hide message windows before any appear.

It's also then impossible to skip hidden messages (with Yanfly's fast forward functionality)
 

Jatopian

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1st of all I had to edit the name window part - as is it only works for right click. Basically it's a bracket at the end, it has to be placed earlier - if you see that section it will jump out.
Okay, I see how this could happen. I believe I have addressed this with the newest update. If not, please be more exact about what issue you are having, and what code change you are proposing to fix it.
2nd I added a little thingie:

Window_Message.prototype.isToggleHide = function () { if (!$gameMessage.isBusy()) return; for (var p of pKey) { if (Input.isTriggered(p)) return true; } return false; }

this "$gameMessage.isBusy()" returns true if there's any active game message, regardless of if it's hidden or not. So in this way we can make sure that the hide messages button only works if there is an actual message present.

This works greatly with the "pause if hidden" button (that's how it should be used anyway) because then, there's no way to mistakenly hide message windows before any appear.
I don't know what "pause if hidden" button you are talking about, but with the "show on new page" param true, a new message window will not be hidden even if the hide button is accidentally pressed.
It's also then impossible to skip hidden messages (with Yanfly's fast forward functionality)
I'm not sure this is a desirable change. If the dev wants to allow the player to view scenes without text in the way, I don't see a reason to forbid it. With the "show on new page" param true, it would only skip one hidden message anyway, the current message.
 

MiD

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Okay, I see how this could happen. I believe I have addressed this with the newest update. If not, please be more exact about what issue you are having, and what code change you are proposing to fix it.

I don't know what "pause if hidden" button you are talking about, but with the "show on new page" param true, a new message window will not be hidden even if the hide button is accidentally pressed.

I'm not sure this is a desirable change. If the dev wants to allow the player to view scenes without text in the way, I don't see a reason to forbid it. With the "show on new page" param true, it would only skip one hidden message anyway, the current message.

I don't remember what I meant but I think I meant to not allow to advance to the next text if the text is hidden.
Yeah I agree some devs would want to hide the text indefinitely, but wherever I've seen that, I was always thinking "why doesn't it reset" or "why does it allow me to use it accidentally" etc. There have been cases where I was seeing no text, thinking there was no text to see, only to later find out I had pressed the button.

Therefore, I thought that (for me at least) it would be better to not allow the player to progress through a scene with that button pressed, nor allow pressing it without a text present.

Alternatively the dev could include a small text in the UI saying "text hidden" or an icon implying that.
 

URMYL

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Hello! I found that this plugin is useful, but I haven't find one for RPG Maker MZ. I tried it on MZ and it worked, although only by right-clicking, not by any key press. Can you make this plugin for RPG Maker MZ? Also, If I want to have a common event that toggles this, what should I put in script call?
 

mdqp

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Hello! I found that this plugin is useful, but I haven't find one for RPG Maker MZ. I tried it on MZ and it worked, although only by right-clicking, not by any key press. Can you make this plugin for RPG Maker MZ? Also, If I want to have a common event that toggles this, what should I put in script call?

This probably isn't the place to ask for MZ, but here is a link to a script which should do the same for you:

https://forums.rpgmakerweb.com/inde...e-the-textbox-on-keypress.135485/post-1179982
 

exnem

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Hi, I'm trying to use this with yanfly's message core plugin to hide the name box but it's not working for me, only the message window hides, but the name window stays visible... Any advice?

Thanks :)
 

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