AortaPlatinum

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Yo! I'm brand new here and just messing around to see if I can make something cool. I want to slow down the text that pops up once something happens in a battle. Like "ENEMY attacks!" "Does 46 damage!" those messages that are at the top of the battle screen by default. The messages go away far too fast, I'd like to make them stick around longer but without a bunch of messages piling on top of each other and covering the battlefield- a way to just slow down the entirety of the battle text logic.
I found an old thread here that tried to address the issue but I couldn't get the duct-taped-together DIY plugin to work, even when I tried reverse-engineering the Community_Basic plugin so I could adjust the value within RPG Maker instead of having to open and mess with a js file over and over, but no matter what number I plugged in, the messages popped out of existence at the same speed.

Anyone figured out how to do this?
 

Kenen

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Since you've said you're new, I assume you aren't using a bunch of battle plugins?

All of the default battle system messages are processed through a queue system that has a built-in wait time. If you want those messages to come and go more slowly, you can install this as a plugin:

JavaScript:
Window_BattleLog.prototype.messageSpeed = function() {
    return 16;
};

Copy the above code to a text editor (e.g. notepad), save it as a .js file, and add it to your game as a plugin.

16 is the default value and represents the number of frames that the game waits between battle messages. Increase the number to 32 to double that time. You won't end up with a "bunch of messages piling on top of each other" because the default behavior of the game is to process the messages one-by-one in a queue. By increasing the messageSpeed value you are just telling the game to wait for more frames until it moves on to the next message.

You can adjust the number to suit your taste.
 

AortaPlatinum

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Oh **** that did it, thank you!
Weird, the only difference between your js code and the js code from the other thread is the color in how it's displayed here, and how it starts on the second line down instead of the first. Though I guess one line makes all the difference in code.
Or maybe I just totally missed BattleMessageSpeed.js in the list of possible plugins to add and I was doing it right all along.
Regardless, thanks again! This already improves presentation tenfold!
 

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