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So, there's two plugins I'm requesting, both add features from Yanfly's "Message Core", but elaborate on them. I find it would be interesting if Yanfly actually added these ideas to Message Core or made a plugin that hooks into it as extras.
I'm requesting this as two different plugins, but i'd also be okay if both features were merged into a single plugin.


First, I'll start with the more "simple" plugin.


The first plugin works the same way the word wrapping works in Yanfly's "Message Core" plugin, but it adds an extra failsafe with the wrapping.
In Yanfly's plugin, if you have two different lines and word wrapping is on, the plugin will simply put them next to eachother. For instance, if you have this in the editor:


I like
skunks



The text box will show up as:


I likeskunks



But if you have this:


I like
skunks



The text box will show up as:


I like skunks



The way this plugin fixes this is by checking if there's a space at the end of the previous line or at the beginning of the next line, if there isn't it will add a space for you.
So, either way you will get this result:
 


I like skunks



Now, here's the more "complex" plugin.


This plugin basically expands on the idea of displaying actor's faces in message boxes. Let's start with the basics of how it works.
Basically, it adds slides for facial emotions. The slides for facial emotions are defined similar to numbers, but use a-z instead of 0-9.
So, basically when counting the slides it goes (a-z), then a(a-z), then b(a-z), etc...
On those slides, you can set facial expressions in the actor's note tags, however, the note tags can also be used as script calls in case you want to change it midway through the game, and plugin calls in case you don't want to use scripting.


To use the notetags as script calls, you would put something like this to change the party leader:
 


$gameParty.leader().[insert notetag here without <>]


Here's some of the commands of what you can use and what they do, as well as some examples:


1.Change default face set image file for actors.


<setdefaultfaceimg(filename)>



What this does is set the faceset for the actor that will be used when setting an emotion and not giving the filename. If it's unset, the plugin will use the image file currently being used by the actor as the default.


2.Clear default face set image file for actors.


<cleardefaultfaceimg()>



This will unset the variable defined as the default faceset, this is useful so you won't have to change it as well if you want to change the actor's face graphics.


3.Set a facial emotion.
To set or change a facial emotion, you would put something like this in the actor's note tags:


<setemote(slideid,emotionnumber,pictureid,[filename])>



Basically, the filename is the filename for the faceicon set. If it isn't given, the plugin will use the default if it's set, but if the default isn't set the plugin will use the same file that the actor's face set is using.


4.Clear an emotion
To clear a facial emotion, you would put something like this in the actor's note tags:
 


<clearemote(slideid,emotionnumber)>


5.Toggle changing actor's faces in the menu change with emotions
This can be turned on or off per actor. Putting true will enable it, putting false will disable it.
 


<allowmenuchange(true/false,all/actorid/none)>


6.Change an actor's face in the menu.
This will basically change the actor's face sprite to the one given.
 


<setmenuf(slideid,emotionnumber)>


7.Batch set emotions from image.
This will basically get every faceset from the image file (just like in the other script calls, if there's no file given it will use the default if it's set, but if it's not set it will use the face sprite that's currently defined for the actor), and assign each face sprite by id number to the emotion with the same number on the slide given. If no slide is given, it will assume you're doing it to slide A.
 


<batchsetemote([filename],[slide])>


8.Clone emotions from one actor to another.
What this does is allow you to clone every emotion from one actor to another so you don't have to copy/paste the same code from one actor and insert it into the next actor. You can put a filename, which will cause the plugin to use the filename given, or put the text 'default', for it to use the default faceset for the actor. This function is useful if you have two actors who are supposed to be the same person, or if you have facesprites that are set up in the exact same way on one sheet for the actor, and you want to copy the same configuration from one actor to another but change the sprite sheets. The actor id given is the actor you want to clone from.
 


<cloneemotes(actorid,[slide],[faceset])>


9.Set process priority for note tags.
What this does is allow actors to have a "priority" in which their emotions are processed and set by the plugin. Lower numbers go first.
 


<emotepriority(number)>




Also, there's some useful error handlers that are given in the plugin:
1.When checking a slide above slide "A" (Ex: Slide B, C, D, AA, etc.), if there's no facial emotion set for those slides it will check slide A, and if it exists it will display it from slide A, but if not it will proceed to step 2.
2.If a facial emotion is unset, or is set out of bounds of the face sprite, the actor's default face sprite (from the menu) will be shown instead.
3.The plugin goes down the list of emoticons when setting them from the actor's note tags, just like code goes down the list of commands. So, if I set one emotion on one slide to the face id of 1 (top left), and then change it to the face id of 2 (to the right of 1), it will show up as face id 2 since it was set again.



Now, here's how you use the emotes in dialogue.
Just like in Yanfly's plugin, you have /af[n] and /pf[n]. The plugin's equivalent of this is /afe[] and /pfe[]. For this example we'll use /afe[].
To display actor 3's facesprite for emotion 1 on slide a, you would put /afe[3,a1].

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