Originally I planned to commission a new message system plugin for MV sometime this year, a message system that would add functions I miss in every other message system that already exists.
However with the news of the next maker that would be stupid to do, and instead I plan to look for people willing to develop this for the next maker - still paid of course, my original budget was 100$-150$ depending on which add-ons were made. And I always planned to make it publically available even after I paid for it.
Because this message system will most likely be the first to be programmed for the next maker, I want to use the opportunity to have it written in a way that will give other plugins the option to easily become multilingual if they check for this plugin.
The first step is to collect all features that should be in it - I already have a good list somewhere, but I want to use the time until the next maker is released to discuss and streamline these options. Feel free to add your opinions here, but try to keep in mind what is possible and what not.
After the new maker is released, we'll have to check what of the options are already included and how to make a plugin for the rest, and then to make the commission with whoever is interested and has helped in this design phase.
Here is an overview of the features I want:
1) redirect all texts into external text files with multilanguage options
This would work by having keystrings placed in the RM editor, and corresponding texts in external text files (one set per language). A new option screen would give a choice of available languages and then the engine would replace the keystrings in the game with the texts from the folder of the selected language.
And then the developer can easily adding of more languages by simply copying the text folder, translating it and adding the new folder/language to a language selection screen.
2) script functions for other plugins to redirect their vocabs
This is why such a plugin needs to be available as soon as possible: if the API is known, every other plugin can check if this multilanguage plugin is installed and get their vocabs from the language-based files instead of their own lists, making it multilingual without the need for code editing.
3) dynamic texts
This is what is missing in every existing message core/system for every existing maker.
No matter what, the show text command has always been static instead of dynamic, requiring a massive sequence of conditional branches to react to changes in the game story.
But because the texts are already redirected for the multilanguage option, it will only need minor programming to add an additional dynamic redirect for the show text commands.
This can then be used for newspaper posts, for quest messages, for random NPC-answers and more.
The following screenshot shows both the old/static and the new/dynamic way of handling answers for those who don't understand what I mean with the description above:

Basically this means to add a numbering/variable to the keystrings to allow for automated shifts to a different text. This could not only be used for a time-dependent newspost like the example above, but also for different quest hints based on quest progression or randomized NPC-answers and even (with an added eval-textcode) for random treasure chest messages.
It would even make adding more possible responses easier because it only requires adding more entries to the external text files instead of adding conditional branches and show texts to the event.
4) dynamic windowskin
The ability to switch between different windowskins during game, for example to give each character a different text frame when speaking
5) additional textframes
One of the biggest limitations of the existing engine is that show text has only one frame.
There are a lot of cases where a second or third text display frame would be invaluable, for example:
a help frame on the options of show choices, name frame over the text message, two text messages during a conversation, a text popup over events for short messages (conversation or "gained x gold" from chests and a lot more.
6) regular text formatting text codes
Basically what every other message system adds as well: text codes for font formats, changing message position and message size and so on.
7) image insert textcodes
This is also available as bust scripts, as image placements inside the texts, define how the message window transitions and similiar
8) special function text codes
anything that doesn't fit under the other points, and yes there are several like an eval-code.
9) plugin commands for changing message behaviour
Basically things like changing the number of lines or columns and positioning etc.
10) text codes in skill messages/battle log (optional)
I don't know if we will find a way to handle this, but in all previous makers the message scripts had problems when their text codes were used in the battle log of the battlescreen.
I'm reasonably sure that adding text codes there will be easier due to the redirect for multilanguage already in place, but on the other hand it can be that some codes (like adding pictures during the skill execution) will never work. That is why I declare this optional/add-on to be discussed later.
The main reason why I make this public at this moment is to collect wishes for the different text codes. The different programmers for the different message systems in VX, VXA and MV (Yanfly and Modern Algebra and others) all had different ideas of what text codes are needed, and as a result some of those text codes are not available everywhere.
Collecting all ideas before starting the work has a hope to make a message system that is really complete and will provide a standard for everyone.
This topic will have to be moved after the admins create new forum sections for the new maker of course.
However with the news of the next maker that would be stupid to do, and instead I plan to look for people willing to develop this for the next maker - still paid of course, my original budget was 100$-150$ depending on which add-ons were made. And I always planned to make it publically available even after I paid for it.
Because this message system will most likely be the first to be programmed for the next maker, I want to use the opportunity to have it written in a way that will give other plugins the option to easily become multilingual if they check for this plugin.
The first step is to collect all features that should be in it - I already have a good list somewhere, but I want to use the time until the next maker is released to discuss and streamline these options. Feel free to add your opinions here, but try to keep in mind what is possible and what not.
After the new maker is released, we'll have to check what of the options are already included and how to make a plugin for the rest, and then to make the commission with whoever is interested and has helped in this design phase.
Here is an overview of the features I want:
1) redirect all texts into external text files with multilanguage options
This would work by having keystrings placed in the RM editor, and corresponding texts in external text files (one set per language). A new option screen would give a choice of available languages and then the engine would replace the keystrings in the game with the texts from the folder of the selected language.
And then the developer can easily adding of more languages by simply copying the text folder, translating it and adding the new folder/language to a language selection screen.
2) script functions for other plugins to redirect their vocabs
This is why such a plugin needs to be available as soon as possible: if the API is known, every other plugin can check if this multilanguage plugin is installed and get their vocabs from the language-based files instead of their own lists, making it multilingual without the need for code editing.
3) dynamic texts
This is what is missing in every existing message core/system for every existing maker.
No matter what, the show text command has always been static instead of dynamic, requiring a massive sequence of conditional branches to react to changes in the game story.
But because the texts are already redirected for the multilanguage option, it will only need minor programming to add an additional dynamic redirect for the show text commands.
This can then be used for newspaper posts, for quest messages, for random NPC-answers and more.
The following screenshot shows both the old/static and the new/dynamic way of handling answers for those who don't understand what I mean with the description above:

Basically this means to add a numbering/variable to the keystrings to allow for automated shifts to a different text. This could not only be used for a time-dependent newspost like the example above, but also for different quest hints based on quest progression or randomized NPC-answers and even (with an added eval-textcode) for random treasure chest messages.
It would even make adding more possible responses easier because it only requires adding more entries to the external text files instead of adding conditional branches and show texts to the event.
4) dynamic windowskin
The ability to switch between different windowskins during game, for example to give each character a different text frame when speaking
5) additional textframes
One of the biggest limitations of the existing engine is that show text has only one frame.
There are a lot of cases where a second or third text display frame would be invaluable, for example:
a help frame on the options of show choices, name frame over the text message, two text messages during a conversation, a text popup over events for short messages (conversation or "gained x gold" from chests and a lot more.
6) regular text formatting text codes
Basically what every other message system adds as well: text codes for font formats, changing message position and message size and so on.
7) image insert textcodes
This is also available as bust scripts, as image placements inside the texts, define how the message window transitions and similiar
8) special function text codes
anything that doesn't fit under the other points, and yes there are several like an eval-code.
9) plugin commands for changing message behaviour
Basically things like changing the number of lines or columns and positioning etc.
10) text codes in skill messages/battle log (optional)
I don't know if we will find a way to handle this, but in all previous makers the message scripts had problems when their text codes were used in the battle log of the battlescreen.
I'm reasonably sure that adding text codes there will be easier due to the redirect for multilanguage already in place, but on the other hand it can be that some codes (like adding pictures during the skill execution) will never work. That is why I declare this optional/add-on to be discussed later.
The main reason why I make this public at this moment is to collect wishes for the different text codes. The different programmers for the different message systems in VX, VXA and MV (Yanfly and Modern Algebra and others) all had different ideas of what text codes are needed, and as a result some of those text codes are not available everywhere.
Collecting all ideas before starting the work has a hope to make a message system that is really complete and will provide a standard for everyone.
This topic will have to be moved after the admins create new forum sections for the new maker of course.

