MV Timed Message Popups

Display popup messages on the screen or over characters. These messages do not prevent player movement and last for a specified amount of time before closing.

Added: Ability to specify different windowskin for each message popup and ability to target actors that are following in the battle party.

VERSION 2.0 – RPG Maker MV
Download Plugin file
Download Demo


122 thoughts on “MV Timed Message Popups

  1. Yinyamina says:

    You’re the best! You always come through with surprising and useful plugins :) I thought I would have to write my own lol

    • Galv says:

      Haha, hope you find it useful – lemme know if any issues :D

      • Yinyamina says:

        Not sure if this is an issue or not, but If I activate an event with 2 in a row, they pop up at the same time. If I use a wait command in between, the player can’t move while the wait command is in progress. Is there currently a way to queue them up so that if one is already showing, it will wait for it to disappear before showing the next one?

      • Galv says:

        Not at the moment – they activate the moment you call them. But I can see how being able to set a delay would be useful. Adding it to my to-do list for future update

      • Yinyamina says:

        Weird, it wouldn’t let me reply to your latest comment. But anyway, I just wanted to say thanks for adding it to your to-do list. I will be looking forward to it.

  2. Galv says:

    Yeah, I noticed that in wordpress it randomly won’t let you reply to a certain comment. I dunno why haha.

    But updated to 1.1 – added delay setting (need to update all your message boxes to include it!) and also follower targeting

  3. FM says:

    So strange. I ran your demo, and copy pasted your example event code into an event in my game. The pop up text works in my game exactly like it does in your demo. But then, if I delete everything but the ” I’m trying!” show text code, I get a chat bubble above my character that is going haywire. It’s refreshing every frame with no text shown, and appears to vary in height. Do I have to have every event in my map designated? I can’t think of another variable to test to get this to work. Thanks Galv.

    • Galv says:

      I’m not sure what you have done exactly, but I would love to have a look to find out what happened somehow. Did you make a mistake using a parallel process?
      If you can upload a project with what you did is the only way I can think to help

      EDIT: Actually I think you might just be using the parallel process to repetitively open that same message over and over again

  4. Galv says:

    Updated to 1.3 – can now change windowskin for each popup, too

  5. Galv says:

    Updated to 1.4 – ‘Show Text’ window position now changes where message displays over characters. Faces can now be used. Also added a couple of text options when using custom windowskins

  6. allen says:

    hi galv. i love this plugin, though i actually havent tried using this. however i do have an idea where i can use this. so heres my question. can this plugin be used “in-battle?” for example, when i choose attack, a message will popup during the sequence. if i cast magic, a message will popup on the character like he/she is chanting the spell before casting it, and if they get attacked, the characters can have a different pop up message like “ouch” or something like that.. it would be awesome to have random dialogue during battle. so can i use this for my idea?

    • Galv says:

      Currently this doesn’t work in battle, but that would be a good idea. I’m adding that to my to-do list to look into it when I can one day.

  7. TT55 says:

    HI Galv. I am having a problem with that. It seems that message box appears always below character or events. And it seems that plugin doesn’t react on “-” in the pluging setting. It moves message box only below. What that could be?

    • Galv says:

      I dont know what you mean by ‘doesn’t react on “-” in the plugin setting’.

      But in the “Show Text” event command, there is the option to display on bottom, middle or top.

  8. Dreamsavior says:

    This is very use full script. Thank you, Galv.
    But, how do we call timed message popups via script call. Because creating popup from $gameMessage.add() seems not working.

  9. wil7loms says:

    Hello galv, I love the plugin!! I recently created a custom window skin to use with it but when it shows it has the gradient overlay. how do i get rid of that?
    Here is what it looks like
    and here is the window image

    • Galv says:

      This plugin doesn’t change the default working of the windowskin apart from background opacity.

      I recommend looking up guides on how to make windowskins

  10. Ubernoob87Games says:

    Hey Galv, love the plugin. However, it seems that it lacks compatibility with a couple of other plugins I am running, specifically your Action Indicators plugin as well as Yanfly’s Region Events plugin.

    Ideally, I want the player to enter a certain region, a message display where they are about to warp to appearing above an event and disappears in about a second. Also, quest related icons float above certain characters.

    • Galv says:

      I’m not sure what you mean by “lacks compatibility”. Both my plugins are working in my demo project. Please give a description of the issue.

      Have you tried changing the order the plugins appear in the list?

  11. Kamina Zero says:

    Sorry for my bad english:
    My question is , will support the YEP Message Engine Core later?
    Only for curiosity.
    I love this plugin.
    Good work!!

  12. Jamzkie Ria says:

    hi galv, is there a way to stop the parallel process for event popup messages when the players “triggers an action” to the event?

  13. vectorinox says:

    Thanks for the awesome plugin galv!
    Just asking, do you plan on adding script call to clear all message popups on the screen? (like when you open the menus)

  14. Galv says:

    Updated to version 1.7 – removes the message popups boxes when opening menu so they don’t appear in the background behind it. Also closes them when battle starts.

  15. FireWolf says:

    Could we use Variables to specify an ID and especially Screen Coordinates?
    With that, the plugin could maybe work with any zoom plugin?

  16. firewolf25 says:

    Actually, I wanted to do that:
    Show Text Box while Zoom
    \V[1] and \V[2] are an Event’s x & y Screen Coordinates saved in a parallel event.
    But it doesn’t work, \V[nb] isn’t considered as a number.

    Is there a way to make it works, not in battle?

  17. gen says:

    Good day galv , thank you for sharing your plugin, however we need some help for our project we user your plugin time message popup and mv quest log, but still we can’t figure it out. we still got error when we trying to use it. hope you can help us, thank you in advance, more power. you can imail me here

  18. Comone says:

    Is there an easy way to check to see if all objectives are done and then autocomplete the parent quest? I think I may be missing something simple here.

    Thanks in advance.

    • Galv says:

      I assume you are talking about my quest log plugin. Don’t forget about switches and variables… you can use those :)

      • Comone says:

        Woops! You’re right. I thought I was on that page, it led me here and I forgot to track backward. Thanks, I’ll manually set a variable for all three objectives and then check on each for if they are done. I was wondering if there was a way to query the status of the objective, but it doesn’t seem like it.

      • Galv says:

        Look in the help documentation right down the bottom for that :)

      • Comone says:

        Oh nice! Thanks for all the help (won’t let me comment on your second comment!

  19. Jace says:

    Hey Galv! Great work! This is exactly what I need.

    Do you know if it’s possible to change the font inside the timed message pop ups like you can with Galv’s Message styles?

    It’s just that it’s created a bit of inconsistency with my dialogue font is all.

  20. Is there a way to show both messages at the same time preventing player movement with this plugin? I know perhaps it`s not a feature that you want to include but I can`t find any plugin to do that… yours is the more “close” to what I`m looking for.

    Thank you very much in advance!

  21. Luth says:

    Hi Galv ! Tell me, is it possible to use an arrow that isn’t an arrow from the windowskin, just like in your ballon speech plugin ? (so a specific image in img/system)
    They say devil hides in details :D

    Thanks !

  22. First of all thanks for this plugins useful but the character é à and maybe other display a ?.
    Do you have a solution for fix it?

    • Galv says:

      Usually this is an issue with the font not having those characters.
      Do those characters display normally in normal show text message event command?

      • Yes, i checked this.
        I also thought that could come a misreading by a plugin so i have try to replace the characters in octal (\351) and and in code javascript (\u00e9 ).
        I have to try others.

  23. Galv says:

    Because this plugin draws text in the same was as the Show Message box does, I am not sure why it would work differently unless you have another plugin that modifies the Show Message box stuff perhaps

  24. Ok, i just got it.
    Alone the plugin works perfectly but the windows that he displays through the plugin Quest Log they have the problem.
    It remains for me to find what in the plugin.
    Thanks for the indication.

  25. It’s yours but i find the solution, it’s the file txt must be encode in UTF-8 not in ANSI.

  26. twinkle says:

    Hello Galv! Thank you for this nice and easy using plugin.
    But I want to use this plugin to show a chatting between NPCs while player still can move.
    for example,


    120 frame after


    and so on

    How can I do this?
    for now it seems that this plugin can repeat one message only.
    I think it’ll be wonderful if can repeat a number of messages.
    and when I use message styles showing message bubble or normal message window ,it sometimes being hidden by a popup message bubble nearby.
    so it will be very helpful if can force to clear a popup on a certain event/position.

  27. AA says:

    I just stumbled into this plugin and what can I say? Is just awesome. :)

    A couple of questions/suggestions if possible for you to further customize:
    – make the messages align on some side.
    For now I have to do: New Skill acquired.
    But x|y format are for top left corner, it would be nice to have those as offset only and declare the align to left/right/top/bottom.
    If another popup message comes, and a previous popup message is not expired, then push the previous message up to make room for the new message.

  28. Thomas Ferronato says:

    Hi galv,
    I’m testing my game on mobile and any time it will serch for a window immage it says that it’s not found.
    Immages are in the correct folder and on pc it’s all good, what kind of problem does it? Maybie some script stuff? I hope that you can solve this issue cause my game is full of it and I can’t replace every popup message, it’s definitly a lot of hard work for me… please help me :(

    • Galv says:

      If the game isn’t finding a window image then things I can think of that can cause that is:
      1. The window image is not on the mobile device files.
      2. Your filename is the incorrect case. (a lot of mobile device OS’s are case sensitive

  29. Breakmygame says:

    Hi Galv, do you have an update for this plugin for rmmv 1.6.0?

  30. Titanhex says:

    Hey Galv.
    I would like the popup to be centered on the screen. A manual X, Y input means that if the screen resolution was to change, I would have to go through over 1000 Show Texts and change each one. Also, since the text seems to be written Left Justified, it means I have to manually account for the length of the text.

    Is there an easy way to handle these issues besides extending the script myself?

    • Galv says:

      Unfortunately if it’s not in the script help file I didn’t include it. You might have some luck asking in a forum for anyone to extend the script if you are not sure how

  31. Majura Shade says:

    Hey, I just wanted to thank you for all your hard work, I was working on a random npc generator that cellphone apps couldn’t handle (due to variable choices, such as like.. An orc can be a barbarian, warrior, or monk, but not a wizard, priest, or thief and a thief can have steal, snatch, grab, an dash, but not black magic, shield break etc…) I was trying to make a character sheet using windows to display the random values, but found the whole x/y ordeal being quite a problem… Found this script which led me to your balloon msg script (while reading comments before I was gonna ask if you could keep messages on screen without a timer) which actually worked out perfectly and gave me rather nice lufia kinda feel to the generator…

    I’m sorry, but the struggle is real, and I can’t donate some cash your way until I make it rich at some point, but I would like to give you a full “Thank you so very much for your hard work and efforts, and I’m sure I’m not the only person who respects your work, and greatly appreciates all that you do for us.”

    I imagine you hear it enough, but one more fan acknowledging you from outside the shadows cant possibly hurt.

    Thank a million, Galv

  32. Aha says:

    Hello! Thank you very much for your production!

    I want to ask! Can this plug-in be used for commercial production? What are the rules and regulations for use?

    • Galv says:

      Yes, this is free to use for all project. Please just include me in your credits as “Galv”. Modify it however you like for your own project.

  33. chaos says:

    // After 20 frames, send Party 3’s message 80 frames.
    // Actor 7 message with 60 frames if the actor is follower

    – If you try to print a message to an actor other than the main character as in the example above, an error occurs. Could it be confirmed in the demo version?

    • Galv says:

      Did you try it in the demo version?

      • chaos says:

        The demo version will also fail and the game will stop.

      • Galv says:

        I have just tested this and it appears to work for me… You are using an actor that exists in the database, yes? If you use, for example, ‘a5’ for actor 5 and there are only 4 actors then it will crash.

  34. chaos says:

    ReferenceError: $gameparty is not defined
    at Window_GalvCaption.setBattleTarget

    Actors were all in 1, 2, 3, 4,
    ex: Test everything from ‘a1’ to ‘a4’.
    Only a1 works normally.
    ex: Test everything from ‘-1’ to ‘-4’.
    -1 works normally.

    This was all the result of testing in the demo version.
    Can you tell me why?

    • Galv says:

      Oh, wait – I should have asked you when you were doing it. I didn’t realize you were doing it in battle.
      Unfortunately it looks like I didn’t add that functionality for battle, only on the map.

  35. harrietofthesea says:

    Hey Galv, great plugin! Is there a way to have the bubble stay up for an indefinite/infinite amount of time until you use the ‘Galv.Mpup.clear();’ command?


  36. Taishu says:

    Hello, Gav.
    Firstly, thank you so much for this amazing script!
    It’s come to my attention that the script doesn’t work properly on battles because “$gameparty is not defined”. We cannot target our actors, except for the first one.
    ……I took the liberty to open the .js file and edit the code, as it is a simple matter of changing “$gameparty” to “$gameParty” (case sensitive) on the lines 374 and 375.

  37. Kokorozashi says:

    This is a great plugin! I discovered an issue, though: it appears to crash in battle if you are not using the side-view system. Would it be possible to create an option to disable the battle message system if not side-view?

  38. Hideyuki Fukasawa says:

    Hello Galv! Is it possible to somehow change the height of the message for each event separately? This setting is present in global settings, but I need different heights for different events. I would be grateful for the answer!

  39. Vincent Racicot says:

    Hi Galv. This is a really sweet plugin! I’ve got a small issue: text bubble not centered on actor when in battle. I’ve moved my actors on the left of the screen (enemies on right) and increased the size of screen to 1080 x 720. Is the positioning of the bubble hard coded for the default screen size 816×624?

  40. Jesus Salazar says:

    Muchas Gracias GALV. He estado utilizando tus plugins desde hace tiempo, tambien los he compartido en algunos foros por si acaso xD; ehm, y quería darte mis más sinceras gracias. Por cierto, el día de hoy estoy agarrando este jajaja xD

    Aunque… admito que son un poquito complicados, principalmente cuando no sabes ingles (Soy de Venezuela ^_^ )
    Deberías hacer tutoriales sobre tus plugins; ayudarías mucho a los novatos como yo, y a los novatos de otros paises, como yo jajaja xD

    En fin. Gracias, muchas gracias :D
    Usted y Yanfly son mis idolos ^_^

    Disculpa el idioma, soy de otro pais. Pero gracias, de todo corazón gracias. Y porfa, no dejes de hacer complementos para MV! no todos tenemos el dinero para comprar el MZ; o por lo menos actualiza los de MV.

    Gracias :D

  41. star says:

    Hi galv!
    This plugin is awesome!
    I have two questions. Can I stop the timing window from popping up when an event occurs?
    I really don’t want the window to pop up all the time when an event occurs. If a timed window is used on an event, the window will always pop up when interacting with the event, which will overwrite the message.
    Also, can it only pop up 4 actor windows during battle? I use five people to fight. If I pop up five windows at the same time, the window of the first person will be covered.

    • Galv says:

      Could you use eventing conditional branches to stop popup windows showing up when not wanted? That’s the only thing I can recommend you do for that.

      As for battle, not sure what you mean – but sounds like something you’d need to control in the battle event, assuming you’re doing the talking there?

      • star says:

        Thanks galv for the reminder!
        I actually forgot to use a switch to control the pop-up of the message!
        As for the battle, I want to make a public event that detects the status of the actor during the battle and automatically pops up a message. For example, if Harold is in a poisoned state, it will pop up a message at the end of each round.
        But after I tested it, the code content I used

        ◆ If: Harold is in Poison state
        ◆Text: None, window, top
        I’ve been poisoned!

        ◆ If: Harold2 is in Poison state
        ◆Text: None, window, top
        I’ve been poisoned!
        And so on…

        It does not seem to be able to locate the pop-up window based on the actor’s position on the battlefield.
        For example, these two contents all pop up a window on the head of the first person at the party.

        If I add the third content
        ◆ If: Harold3 is in Poison state
        ◆Text: None, window, top
        I’ve been poisoned!

        It will pop up a window on the second person at the party.
        If I add the fourth content, it will pop up a window on the third person of the party.
        It sounds convoluted
        How to locate the corresponding actors on the battlefield and display messages on their heads correctly?
        This is my test in your DEMO, no other plug-ins are used

  42. star says:

    Missed above

  43. star says:

    Missed above
    These codes, I don’t know why they can’t be displayed

    • Galv says:

      They should target the specific actor id, but maybe it doesn’t work in battle. Sorry I am not sure what you’re doing exactly. Perhaps a forum post with screenshots to see if someone might help you better.

      • star says:

        What I want to do is to make them pop up some interesting conversations based on the actors’ status. For example, when actor X is in a poisoned state, he will say, I am poisoned, give me an antidote soon!
        But when these dialogs pop up, the actor positioned by the window is not accurate.
        If you are not even sure whether the plug-in can locate actors based on a1, a2, a3, etc. in battle.
        Then it may be more difficult for me to get help elsewhere, I will try.

      • Galv says:

        I haven’t looked at this plugin in nearly 5 years. I will check it out one day when I am porting this to MZ and make sure the MV version is working properly.

      • star says:

        I have not found a solution for the time being, I hope you will also check the MV version, you are one of the best plugin creators!

      • Galv says:

        Try out version 2.0, hopefully it fixes that bug

      • star says:

        It can now locate the actor correctly, galv, thank you very much for taking the time to fix it! You are really great!

  44. Castiger says:

    Hey, I know you’re busy, but it would help me, and many others alot if there was a way to reference an events id, or to reference the X and Y coordinates through variables, there’s much that cannot be done until that is in the plugin, my company wants to use it in the game we’re making but without that functionality it is problematic. Please add it.

  45. Castiger says:

    Hey, please add variable functionality to this plugin, my company is working on a game to sell internationally, but we cannot use this plugin to its fullest extent until one is able to reference events, and screen x and y coordinates by variables, if there is a way, please tell us, if not, then please add it, because we would rather not have to hire extra scripters to make our own unless it is required. Simply add the ability to refer to $gameVariables.value(), or add plugin commands, script calls, that do the same thing as what adding it to the message box does, as the current setup severely limits its functionality.
    Thank you.

    • Galv says:

      I don’t have the time to tweak every one of my plugins for everyone who asks, sorry. I recommend asking in a forum if someone would help or hire a scripter to modify or create your own plugin that has that functionality.

  46. Kitsune says:

    Just leaving a message to thank you for all the efforts. My game use quite many of your plugins, which are exactly something I were looking for :)

  47. Devlorak says:

    Any update on the port to MZ for this one?

  48. how do i change the direction of the window? yours look like they are on top of events but for me they show on the bottom

  49. rpgSoul says:

    Hi Galv, I’ve tried your plugin for a cutscene, but it doesn’t work well. The box pops up, but it continues loading without showing the text, and the latter is displayed only at the end of the cutscene. I believe it is a matter of parallel processes, because the cutscene requires different ones to work at the same time, and maybe the message box fully loads only when the other processes have finished. I’ve tried to make the box an autorun, or a switch event, but nothing worked :( any idea? Thanks in advance

Leave a Reply to Titanhex Cancel reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s