Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
675
First Language
French
Primarily Uses
N/A
Notifications System 1.3
By Lecode


Introduction
The script draws some notifications according to in game events. Like gain gold, change exp, level up, ect.


You can also draw a custom text.

Features
- Customizable (Size, color, position, ect)


- Supported escape codes: \v[x], \c[x], \n[x], \p[x], \i[x] and \g


- Slide animation


- Long notifications are splitted in multiple notifications when you there is a new line or "|"


- Fade effect

Screenshots

Spoiler



PIbAcfQ.png



Fcf1Bye.png



HWox4FF.png




How to Use


/* Plugin Commands:
 *   -> Notification Clear                  ( Delete all notifications )
 *   -> Notification Enable true/false      ( Enable or disable notifications )
 *   -> Notification Position value         ( Change next notifications position )
 *   -> Notification TextColor value        ( Change text color )
 *   -> Notification FontSize value         ( Change font size )
 *   -> Notification FontItalic true/false  ( Change text italic property )
 *   -> Notification OutlineColor value     ( Change outline color set value to '' to remove )
 *   -> Notification OutlineWidth value     ( Change outline width )
 *   -> Notification ResetParameters        ( Reset all parameters )
 * Script call:
 *   -> this.newNotif(text)                 ( Draw a custom text )*/




-Make sure to save the plugin as LeNotifications.js.


-Insert the plugin below Yanfly Core Item if you're using it.


ADD-ON: Closed Captions


ZIpCyg8.png



Adds a closed-captions feature, usefull for the hearing impaired.


Notifications are shown with a description when a sound is played.


Each BGM,SE, and BGS are linked to a description in a file you must create inside


the /data folder and named "Notif_ClosedCaptions.json".


The syntax is the following: "Sound name" : "Description" (and ended with a comma if it isn't the last element).


Example:


{
    "Explosion1": "LOUD CRASH !",
    "Theme1": "A sweeping, excited orchestral score communicating a |sense of wonder about the unknown."
}



Plugin and add-on


Download them from my google drive.


This plugin requires my utilities plugin


Insert them in this order:


-LeUtilities


-LeNotifications


-LeClosedCaptions. (If you use it).


Bluebooth made an awesome json file for closed captioning.


Version history:


/*
# - 1.0 : Initial release
# - 1.1 : Bugfix
# - 1.2 : Bugfix ( Enable Command )
# - 1.3 : The notification visual is now a window,
#         allowing some escape codes to work:
#         \v[x], \c[x], \n[x], \p[x], \i[x] and \g
#         Long notifications are splitted in multiple notifications
#         when you use a new line or "|"*/



Credit and Thanks
- Lecode


-Fisherrolol for the idea


-TsukiHime and bluebooth for the add-on idea

Author's Notes
Feel free to suggest anything.
 
Last edited by a moderator:

Silent Darkness

Robomage
Veteran
Joined
Nov 28, 2013
Messages
2,283
Reaction score
324
First Language
English
What would really be good is if we could set notifications to go off if a certain switch or variable is triggered.
 

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
675
First Language
French
Primarily Uses
N/A
Simply use:

Code:
* -> Notification Enable true/false ( Enable or disable notifications )
 

Lakaroth

Veteran
Veteran
Joined
Dec 9, 2014
Messages
281
Reaction score
137
First Language
English
Primarily Uses
Great, must be perfect if was possbile draw a custom number stored in a variable, like in messages \v[1], but decide also in wich position of the screen, without windows skin just text, in order to create custom menus or something like for minigames etc etc
 

MuteDay

Mutation Engine
Veteran
Joined
Oct 19, 2015
Messages
253
Reaction score
39
First Language
English
it also pops up 'name' of undefined or null
 

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
675
First Language
French
Primarily Uses
N/A
With Yanfly Item Core ?
 

Ramiro

Now with an army of Mecha-Ralphs!
Veteran
Joined
Aug 5, 2015
Messages
858
Reaction score
366
First Language
Spanish
Just a suggestion:

why not add a new plugin command as:

Notification new "your text here"and keep it consistent with the rest?
 

andai

Veteran
Veteran
Joined
Oct 19, 2014
Messages
54
Reaction score
26
First Language
English
Primarily Uses
Excellent plugin! This kind of notification can be used to provide a wide variety of information as well as help with narrative! Quick question though, does it support utilizing icons? Thanks again for this awesome plugin! =D
 

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
675
First Language
French
Primarily Uses
N/A
Just a suggestion:

why not add a new plugin command as:

Notification new "your text here"and keep it consistent with the rest?
In fact the method to add a notification use a second parameter (called type) for future updates (e.g auto draw icons, customization category...)

So I didn't know how to handle this argument since the text itself is a chain of multiple arguments. (Am I wrong ?)

In addition it is more easy to customize your text in a script call. (Until I handle escape codes)

var text = "Hello, ";text += String($gameActors.actor(2).name());this.newNotif(text);And finaly, it's still new to me. x)

I'll try to implement it though, I haven't tried.

EDIT: Perhaps:

Notification Type Gold New "Text here..."
Excellent plugin! This kind of notification can be used to provide a wide variety of information as well as help with narrative! Quick question though, does it support utilizing icons? Thanks again for this awesome plugin! =D
Thanks. Not yet, but I plan to add it.
 
Last edited by a moderator:

Ramiro

Now with an army of Mecha-Ralphs!
Veteran
Joined
Aug 5, 2015
Messages
858
Reaction score
366
First Language
Spanish
If you use a value between "" is considered as just one argument.

You may add something like:

Notification type "gold"Notification new "Message"Or try to look like a more a natural language:

Notification of "gold" as "my message"And yes I agree the script call is both versatile, and more powerfull, but just to keep consistency it may be better.

Anyway, you can provide both a javascript api and a plugin command api, that is also a possible trend than will start, like your configuration, imagine if you can configure your parameters like this too:

this.notifications.configure({  enable: true, textColor: '#FF0000'});So in one call you may be able to configure it entirely.
 
Last edited by a moderator:

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
675
First Language
French
Primarily Uses
N/A
It's a good idea :)
 

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
675
First Language
French
Primarily Uses
N/A
Version 1.1 - Now compatible with Yanfly Item Core.

Insert the plugin below it.

( Sorry for the double post, but It is just to notify those who encounter that issue ).
 
Last edited by a moderator:

MuteDay

Mutation Engine
Veteran
Joined
Oct 19, 2015
Messages
253
Reaction score
39
First Language
English
Works great although have to ask is there any way to have it show over the players head?
 

MuteDay

Mutation Engine
Veteran
Joined
Oct 19, 2015
Messages
253
Reaction score
39
First Language
English
1 bug if you set opacity to 0 then even the text becomes invisible to, although that may have been intended
 

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
675
First Language
French
Primarily Uses
N/A
Works great although have to ask is there any way to have it show over the players head?
I plan to add this feature too ! :)

1 bug if you set opacity to 0 then even the text becomes invisible to, although that may have been intended
Well, it is not really a bug...It is working as intended. But, good point I'll add the possibility to control the background's

opacity only.
 

MuteDay

Mutation Engine
Veteran
Joined
Oct 19, 2015
Messages
253
Reaction score
39
First Language
English
well if i figure out how to get it above the players head ill let you know
 

Koru-chan

Veteran
Veteran
Joined
Jul 30, 2012
Messages
46
Reaction score
17
First Language
English
Primarily Uses
RMMV
Great notifications, very simple and nice looking.  I just have a few things.

1. It makes the loot SE after a battle even if nothing was gained.  I made an encounter with an enemy that gave no exp, no items, and no gold, and yet it made the sound for gaining something upon leaving the battle and re-entering the map.

2. It would be nice to disable it reporting on a battle in general.  I already have a victory aftermath screen for that, I don't really need the plugin notifying me of my spoils a second time.  I know there's a command to enable/disable, and that would work on bosses or evented battles, but that doesn't really help me on random encounters.
 

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
675
First Language
French
Primarily Uses
N/A
1. Okay I'll see what's wrong.

2. Nice idea, I'll keep that in mind for the next version.
 

Latest Threads

Latest Posts

Latest Profile Posts

grief rpg maker... why oh why did I have to jump through like 30 hoops to (hopefully) have fixed the engine targeting ko'd people during multi hit/random attacks?
I finally finished the wrong clue death scene. So at least the player can see something cool before they get a Game Over. Prolly be less cool if they have to keep watching it repeatedly.
It's important for your party of adventurers to be harmonious and united.

unborn360.png
Me: I'm a good writer.

Also me: Creates skill, item, and equipment names like ...
Salmon Jellybean
Feel-Good Hit of the Summer
Marmalade Spreader #2
Quinoa Power!
Actual Literal Wand
Mmm Tempted so bad to get RPG maker 2000 at some point. I want to make an easter egg in my next real project, but also the allure of being a true hipster and developing in the Engine no one uses.

Forum statistics

Threads
131,707
Messages
1,222,384
Members
173,445
Latest member
romey
Top