tale

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Torigoya_BalloonInBattle - 2019/05/12

Creator name: Ru/むっくRu (Rutan)

Overview
Adds balloon message in a battle (side-view).

Features
- Parameters for customizing Balloon
- You can use these tags inside the Actors/ Enemies Note field to add messages.

[ Basic Rule ]
<Speech/○○: Message>
<Speech/○○[1]: Message of ○○'s ID:1>
<Speech/○○[2]: Message 1, Message 2, Message 3>

[ Actor/Enemy Notes ]
<Speech/Skill: use Skill Message>
<Speech/Skill[1]: use Skill ID.1 Message>

<Speech/Item: use Item Message>
<Speech/Item[1]: use Item ID.1 Message>

<Speech/Damage: Damaged Message>
<Speech/Miss: Missing from enemy Message>
<Speech/Evasion: Evasion from enemy Message>
<Speech/MagicEvasion: MagicEvasion from enemy Message>
<Speech/Counter: Counter from enemy Message>
<Speech/Reflection: Reflection from enemy Message>
<Speech/Dead: Dying Message>

<Speech/Substitute: Substitute Message>
<Speech/Substitute[1]: Substitute for ID.1>
<Speech/Protected: Substituted Message>
<Speech/Protected[1]: Substituted Message by ID.1>

<Speech/Recovery: Repairing by friend Message>
<Speech/Recovery[1]: Repairing by friend ID.1 Message>

<Speech/RecoveryByRival: Repairing by rival Message>
<Speech/RecoveryByRival[1]: Repairing by rival ID.1 Message>

<Speech/Start: when Battle Start Message>
<Speech/Start[1]: when Battle Start Message with Troop ID.1>

<Speech/Victory: when Winning Message>
<Speech/Victory[1]: when Winning Message with Troop ID.1>

<SpeechBalloon/X: balloon position>
<SpeechBalloon/Y: balloon position>

Note: You can use commas by inserting a backslash before the comma.

<Speech/Skill[11]:Come on\, fire!>

Preview

Notes:
2019/05/12 - add enemy's victory message

Credit and Thanks: ru_shalm

Terms of Use- Free for commercial and non-commercial use.

License - Public Domain

You can download js file from the thread attachment or Dropbox link: https://www.dropbox.com/s/wlv4xtktp3pb516/Torigoya_BalloonInBattle.js?dl=1
 

Attachments

  • Torigoya_BalloonInBattle.js
    34.9 KB · Views: 62
Last edited:

Anohe1

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Thanks I use it in my project actually do you want a free copy when I will finish it ???
 

Zinnherz

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I've been using this for a while and it's great.
It adds an incredible amount of personality to each character, which is always nice.
Only complaint I have is that you can't use commas within the message itself, because the plugin will treat it as two seperate popups, but that's manageable. :rswt
 

tale

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@Zinnherz It works with a Japanese comma: 、
I'll inform Rutan about commas usage inside popup.

Edit: Yes, you can use commas by inserting a backslash before the comma.

<Speech/Skill[11]:Come on\, fire!>
 
Last edited:

Zinnherz

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Well, guess that solves even that!
That's amazing. Thank you for reaching out. :)
 

BCj

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Great plugin, thanks for the post.
 

zerobeat032

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I had a question... is there anyway to get the popups to appear briefly then go away before an action is finished? basically I was wondering if an actor could say something and then have the popup go away before they commit to the action or something. It's a bit weird seeing characters dash around the screen with the balloon there the entire attack. If I can get the balloon to clear, I think I can delay the action of a character since I'm using Yanfly's action sequences.
 

RK DracoRoy

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@tale What if I wanted to a bit of randomness to text that comes up?

Let's say Actor 1 had 3 messages for 1 skill but it randomly rolls. The same skill is used multiple times but it'll show different text depending on the roll. Is that possible to include this in the plugin?
 

pasunna

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@tale What if I wanted to a bit of randomness to text that comes up?

Let's say Actor 1 had 3 messages for 1 skill but it randomly rolls. The same skill is used multiple times but it'll show different text depending on the roll. Is that possible to include this in the plugin?
if the text can use text code
you can do something by variable string
 

zerobeat032

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actually, you just list all the different things you want the actor to say for that action and it'll randomly pick through them whenever that skill is performed.

<Speech/Item: This'll Do., Using This!>

My actor one will say one of these randomly whenever he uses an item.
 

RK DracoRoy

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Oh, okay. I understand what that does and works for me, pretty good stuff.

And yeah, I'd also like if the popup messages could appear briefly like how many frames you want to set it if you're using Yanfly's Action Sequences here. Using sequences like an rpg like Fire Emblem, I could attack a total of 40 times and that message would still show until the whole skill finishes.
 

Lunyc

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I'm also looking for a way to make the skill start only after the bubble disappears after a certain amount of frames. Anyone has any idea on how to do it?
 

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