MV Message Styles

FEATURES
Settings to change how the “Show Text” message box looks in your game. Change the windowskin, input indicator position, font, font size, etc. to make messages look more unique and different to normal windows.
Also the option to add code to your Show Text message commands to have the messages look like speech bubbles over characters.

VERSION 2.8 – RPG Maker MV
Download Plugin file
Download Demo

227 thoughts on “MV Message Styles

  1. PdT says:

    This is very cool. Thanks!
    Is there the possibility to add talking and blinking animation for the face-sets? Even big busts?

  2. Oddlaw says:

    Well, this is kinda what I need to give more flavor to my story and it seems easy to implement (awsome job) but it happens that the plugging isnt compatible with Yanfly’s Message Core plugging. I wonder if there would be a way to have both working without problems.

    • Galv says:

      Before I go in to test, did you put this plugin after Yanfly’s message core in the plugin list?

      I’ll put on my to-do list to see what problems are caused with the two

      • Galv says:

        Updated to v.1.2 for Yanfly message core compatibility. Not all of it is, but the best I could do in the time

  3. cacarama says:

    Thx for this nice plugin, master!!

  4. Ryan says:

    Hey, I’m using your plugin and I’m having some problems. The chat balloons have a transparent background on the “text lines” (where the text is supposed to be) http://puu.sh/o6gdE/b6decfb423.png (example picture)
    And if I use big text (through the command that apparently already comes with RPG maker), the chat balloon glitches out and it can’t fit the whole text.

    • Galv says:

      Please look at the plugin settings and try them out – one of them controls the back opacity.

      As for the big text thing, does this happen for you in the demo? If not, it’s a plugin conflict.

      Try putting this after any other message plugins you have.

      • Ryan says:

        All plugins I have AltMenuScreen, AltSaveScreen, GALV_MessageStyles and then GALV_MessageSoundEffects, shouldn’t be a conflict imo. Also weird, looks like the opacity wasn’t maxed out. It’s fixed though, thanks! (at least the opacity problem). Downloading Demo to test it out, will re-reply with results.

      • Ryan says:

        Just downloaded and tested in on the demo, happens there too.

  5. Galv says:

    I can’t seem to replicate the second part… when I use the \{ to increase the size, the text box changes accordingly.

    Can you please send me example text you used?

    • Ryan says:

      BTW, the text I used has two lines. The word-size change happens on the top line, and so the bottom line is partially covered up because of the glitch. I can probably make a work around and just separate it in two different bubbles. The text I used is “\pop[-1]The choice box \{not\} will attach itself to the
      floating box. So careful \{not\} to hide talkers!”(even though it seemed to cover way less in the demo, a small part was still covered. It’s more noticeable on the g). “\pop[0]REALLY NOT IN MOOD TO TAKE \{ANY\} OF YOUR BABBLER NOW.
      GO BE USEFUL AND BUY ME SOME BREAD, YOU FOOL!” is the text I used myself.

      puush of it in-game: http://puu.sh/o8scW/7c965b8064.png

      • Galv says:

        Ohh, I see – it cuts it off vertically! That helps a lot, thanks.

        Not quite sure how I will approach this but it’s on my to-do list to check it out :)

  6. Ryan says:

    Hi Galv! Sorry for spamming you, but I found another problem. The message is not displaying as a bubble when I use \pop[a1]. My actor 001 has an “unique” speech style, so I want to make some lines unique to only him. Thing is, he’s the only party member on the start of the game, and any dialogs that use \pop[a1] are not displayed as bubbles. He’s the first actor in the database (001). The ‘help’ file says that it only works on followers. Does this mean that I cannot have him speak on speech bubbles using the [a1] command if he’s the only party member?

    • Galv says:

      Ooh, actually that might be a bug. It checks only followers and not the leader. Thanks for reporting that – I’ll fix that up, too, so it checks the leader.

      • Ryan says:

        Thanks for the attention and good luck on the fixing it! This is one of my favorite plugins ever!

  7. Galv says:

    Updated to 1.5 – fixed issues when using \{ and \} commands. Also fixed a bug where \pop[aX] command wouldnt target character if they were party leader.

  8. Very nice but , little laggy when text are call.
    I love your plugin, i take

  9. Ez says:

    Was trying this out with your visual novel choices plug in and they don’t play well together.

    If I have a \pop[x] message followed by a choice (visual novel enabled) the choices will align with the speech bubble, even if “always middle” is set to true in the plugin menu. :(

    • Galv says:

      Thanks for the report, I’ve added to my to-do list to make those compatible

    • Galv says:

      The visual novel choices will now align to the message box properly depending on if the always middle is set.
      But I think I misunderstood you – the visual novel choices will still be attached to the floating message. They will just be attached to the left, right or middle as the setting has always done.

      I will look into separating the visual novel choices later.

  10. kz13 says:

    Hi, Galv! Thank you for excellent plugin!. It is exactly what i needed.
    Could you tell, how can i resize portrait image/place? I used to instructions here https://steamcommunity.com/app/363890/discussions/4/483368526579197626/ and changed options in YEP_CoreEngine, but it does not change portait place in MV Message Styles.

  11. Galv says:

    Updated to 1.8 to fix modified face dimensions

  12. Ryan says:

    I’m not sure if this is related to this plugin, but when I use wait commands (like /!) in middle of the messages (with also /pop[x] of course), a blank message shows up.

    After pressing Z it continues normally, but this almost always happens. (also excuse the shitty mapping pls.)

  13. Dreamsavior says:

    Hi Galv, this is one use full plugin. Thank you.
    Is there script call available for this plugin?

  14. Niatane says:

    Hi Galv, is there anyway to turnoff the script via switch or script call? It would be awesome if it can turn off during a game. Also, I’m using the message busts so i can turn off it and use the message bust together with default windowskin. Thankyou for this useful plugins and their awesome :)

  15. these can target an picture and not only event?
    example: \pop[P23] // targets to picture id 23
    my game use picture for dialogue
    Tank you a lot

  16. Galv says:

    Updated to 2.1 – can now target screen x,y for the message popups and the “Window Position” setting in “Show Text” event commands control the popup window position.

    This will mean if you want all your boxes above people that you’ll need to go in and change it to “Top” for each message.

    • Erik says:

      Very good plugin, but this has been bugging me, with the normal text boxes in MV it didn’t matter that much, but in this plugin it sort of does. I can place it top or bottom sure, but I can talk to NPC’s from different angles so that, for instance the top it is fine if the box is at the bottom but if I talk from the bottom it hides my character.
      I seem to recall (from the good old 2000/2003 days :-) ) that there was a check (Don’t hide player) or something of that sort, which is not in MV. This would move the box to the top or bottom if that was necessary. Any way to implement that into the plugin with a note tag or something?

  17. Cadencefire says:

    Hello Galv! I am currently using your script along with Yanlfy’s message core and ext messages script. I’m currently having an issue where when using your message styles, the text gets cut off. For some boxes there are no errors but for others it does not word wrap at all. The boxes hug very close to the text and I have to manually add in line breaks in the text boxes. I tested it to where I turned off all of Yanfly’s scripts (these are the only other message scripts I have) and it seems to be isolated only to yours.

    Thanks for your time and sorry to bug you!

  18. Cadencefire says:

    Sorry, one more thing. On the text boxes that have this error, they also start off blank and I have to press z in order for the text to appear.

  19. Garet says:

    Hello Galv. Thank You very much for your hard work on this awesome plugin. This is a very welcome feature for my project. It is also compatible with Yanfly’s MessageCore Plugin, which is great.
    If you have some time to spare, here are two bug reports:
    I couldn’t get the NameWindow function to work. This is a command that comes with Yanfly’s MessageCore: \n
    It displays the content in the brackets in a seperate window. This still works with your plugin, but as soon as I insert this code in a message it resizes the whole message window to its full size. (yes your plugin is under the Yanfly Plugins in the Plugin Manager).
    Also I noticed that with the new Update 2.1 it isn’t any more possible for the message boxes to appear above the talking event. They appear always under the event, even if there is enough space above.
    This is nothing dealbreaking. But I hope I could help you with this cool Message System of yours.

    • Galv says:

      The latest update I made it possible to use the “Window position” option in a “Show Text” message box. Unfortunately they default to “Bottom”, so all messages will have to be changed to “Top” to appear on top.

      I had name boxes working – perhaps I broke them? Make sure the \pop code is the first thing on the first line, then put the \n code after it and tell me if that works.

      • Garet says:

        This is my sample code in the message box:
        \pop[0]\nBLABLA
        The message box gets resized to full size despite the short “BLABLA”. As you can see the \pop command is in front of everything else.
        Here are the results with and without the \n command:

      • Galv says:

        Please do some tests to make sure it’s not another plugin making that functionality not work – for example, test in a fresh project with just those plugins.

      • Garet says:

        I did. Same issue. Here is the project file:
        https://www.dropbox.com/s/thwrq4zy6j7imuu/TestProject.zip?dl=0
        Just copy over the files into a new project.
        Thank You for your time.

      • Galv says:

        I’ve updated to version 2.2, let me know if it fixes the issue

      • Garet says:

        It might be possible that after one of the new Yanfly plugin updates the compatibility got corrupted.

      • Garet says:

        Hi Galv. After your update 2.2 everything works perfectly. The messagebox gets resized even when there is a namebox. The namebox is nicely shifted too. Thank You!
        I will name a character after You if I may ^^

  20. Hey, Galv! Awesome plugin. I have a question, though. Is it possible to change the arrow or the window skin so that this can be implemented with thought bubbles, message balloons that indicate surprise or shouting, and other types of message balloons?

    • Galv says:

      Not currently but that’s on my grand list of things I want to do

      • Sakura Martinez says:

        It would be grand if it ends up as a feature of this plug-in somewhere along the line. Thank you for considering that. :)

  21. rukomura says:

    Hi! Thank you for making this plugin as it is exactly what I needed! I just want to ask something though:
    Is it possible to make it so the message box fits the font size in a future update? When I want to make the font smaller, there’s too much space underneath and It’s very annoying. But if there’s already a way to change it within the plugin settings please do say so! Thanks =)

  22. xaviar says:

    can this work with folowers like if the person is on the 3rd poition of the party will the balloon hover over the 3rd party member

  23. AdamT says:

    Is there possibly a plugin command to change the font of the messages mid-game?

  24. Nomi says:

    A awesome plugin Galv! But I’m actually hoping to have it seperated from “normal” text boxes.

    So I can use the regular boxes and regular Style on Items, Shields, System messages etc. while using your Plugin for Dialogue. Is there hope to get something like that anytime soon? :)

    Have a nice day Galv!

    • Galv says:

      Not anytime soon, sorry – too many requests and work on my to-do list at the moment.

      Not sure what you mean by messages on items and shields, though.

      • Nomi says:

        Simply any text message thats not rly a dialogue… like if u find a Item or read a sign(shield was a baaad translation I guess :P )

        Ahh, sad ok…i love the speechbubbles of your script, but designing all text boxes around them doesn’t rly make sense to me atm. :/

        Still a wonderfull work! Once again :)

  25. Galv says:

    No worries – I will be adding the feature just not for a while :)

  26. Hello galv, nice plugin, when im using MBS Map Zoom it dont work well, is ossible to fix?

  27. Timberdragon says:

    Hi Galv, Firstly thank you so much for all the work you have done for the community, you have single handily made RPG Maker 100x better then out of the box. So truly, thank you :)

    I have a question though, I was using message style’s perfectly with no trouble at all, and then I installed message Busts, which also works fine :)
    but now for some reason when I use message styles it is only showing a portion of the face portrait.
    I’m using Message Styles as speech bubbles and the portraits are showing emotion. I have removed the portrait from some messages but in other’s the facial expression is kind of important.
    I tried using “Bust False” But that doesn’t fix the problem.

    I’ve read though all the posts here and the post on the various other locations you have released the plugins, and ive also read all the posts on Message busts, but I have not had any luck finding any one with the same problem… I imagine its something simple, but ive run out of things to try. I even tried using the switch’s to turn off messages bust’s in the scene’s where I’m using messages styles, but I think that feature may have been removed in newer versions of message busts?

    Anyway sorry for the long post.

  28. Timberdragon says:

    Hi Galv, thanks for the reply. Yes, I have disabled all the other plugins and tested these 2 on top of each other, changing their position did not change the outcome. Each one will work perfectly with all the other plugins, they just wont work together for me X)

  29. Will says:

    Thanks for this wonderful plugin. Just one question though. Is there any easy way to make adjustments to the X axis translation? The plugin allows me to easily offset the Y, but not the X translation. I use a plugin to force resolution on game start and so the X translation ends up off by quite a bit.

  30. Will says:

    It is a very small script by Superrogin called Resolution Changer. Can be found here: http://forums.rpgmakerweb.com/index.php?/topic/46524-resolution-changer-v01/

  31. Will F says:

    I just tried Yanfly’s core and it worked! Thanks for the suggestion, worked flawlessly.

  32. Jaar says:

    Hey Galv, I absolutely adore your plugin! I’m having one problem with it, though. When using custom windowskins, the little message arrow doesn’t always line up perfectly with the message box. I’ve tried resizing the arrow image, but it doesn’t seem to affect anything. Is there any way to adjust the Y offset of the WindowArrow image?

    Here’s an image to show you what I mean: http://i.imgur.com/eto4QSx.png

  33. cdaz says:

    Sorry to bother you but is there anyway to turn this plugin on/off from plugin command?

    I want to swap to your Message Bust+Message BG sometime.
    (I want NPC talk with bubble while they talk about something not important, but talk with bust when talk about story related thing.)

  34. Georgio says:

    Hello, great script!

    When I play SE per char on a normal message using this script it works fine.

    But when I do it on a pop up message, it sounds awful on the first chars. It goes from stuttery to noisy. Then it ‘stabilizes’ back to sounding normal.

    Is this is a known issue?

    It sounds like it’s struggling with the post-processing of text you do when it’s a pop up msg?

  35. siriys says:

    In version 1.3.4. not working. Do you have update?

    • Galv says:

      Yes I have the update and tested 1.3.4 updated files in the demo with no issues.

      Here’s an error trapping checklist you can try to find out the issue in your project:

      Errors Using Plugins

      In future when reporting bugs please provide more than “Not working” as this doesn’t provide me with any way to help you.

  36. StyX92 says:

    I found a visual bug, i think.
    If an event is near at the bottom of the map than the message box will apear not right. The arrow looks out of the screen, but the event is on an other tile.

  37. cyberwaffle says:

    This is exactly the program I was looking for!

    After messing with it for an hour I got everything just how I wanted it in my game… except the dialogue box always appears below the character, rather than above. In your demo they appear above and below the character but in my game they will only appear below and I can’t figure out what I’m doing wrong.

    Sorry to pester you, thank you so much for making this plugin! I don’t mind if you don’t have time to help me with my problem so if you’re too busy that’s okay, thanks again! :D

    • Galv says:

      In the “Show Text” event command you have to set the “Window Position” to Top, Middle or Bottom. This will change where the dialogue box displays over the character.

      The dialogue box will also automatically move position if it cannot fit on the screen.

      • cyberwaffle says:

        Ohhhhhh, it was so simple I couldn’t figure it out, I just thought that those commands didn’t work anymore. I tried it and it worked! Thanks for making this and answering so fast! :D

  38. Riku says:

    Hi Galv, this plugin is AMAZING! I was trying to use an abandoned plugin before this and it was a nightmare, so when I found this one and the fact it’s compatible with Yanfly’s was like a dream come true XD The only thing I noticed was that sometimes the name box gets cut off.

    //s.imgur.com/min/embed.js
    I tried changing the screen resolution to be taller but it didn’t do anything. Is there an easy fix for this? If not I don’t want to waste your time on something so nit-picky, I’ll just lower the event :)

  39. Tama says:

    Hiya, another thing to add to your (probably horrendously large) to-do list, but there’s problems when trying to use this in battle!

    I’ve used \pop[a2] which works fine on the map but seems to be targeting enemies in battle.. I tested this with and without Yanfly’s Battle core.

  40. Jopac says:

    Hello,
    Is it possible to toggle on/off input indicator via plugin command or change it’s position(x,y values),that would be even better?

    I’m using this plugin and your message background.The reason is because I don’t have busts for every characters so for less important conversations I’m using this plugin.While for cutscenes I’m using busts and message background.
    It all works well except the input indicator.While It’s set up for one message window on the other one it is off. It’s not that much off a deal cause I can just turn the indicator off(by deleting the graphics for it…), but I really like it so I’d like to keep it.

    I know this is something specific,probably not something many people would find useful, so If it’s too much trouble don’t bother with it,
    thx.

    • Galv says:

      Unfortunately I haven’t coded that functionality into the plugin, sorry

      • Jopac says:

        Ah no worries,I thought It might be possible to just copy paste one or two lines from plugin code into plugin command to overwrite settings.Nevermind,thx for quick reply

  41. skyforger says:

    Weird stuff happening when using dim background. Other times it fits just fine, other times too big or too large for the text.





    • Galv says:

      Does that only happen with dim background? I’ll have to look into that when I get time.

      • skyforger007 says:

        Yes, only with dim background. It somehow remembers the size of the last message box of certain size and uses it for the next message with dim background.

        I managed to replicate this with 4 rows of text, message box size was ok. Then next message has only one row but the box size is the same as with 4 lines and the next text has two rows but with box size for one row of text. Now when I talk to him again the first message box is now a size for two rows of text.

  42. Feli says:

    Hello Galv. First, congratulations for the beautiful plugins!
    About this plugin, there is a form of the message appears above the event? In mine I did not see this option and the message always appears below. Is there a way to always appear up or is this something plugin itself? I am using version 1.3.5. Thanks

  43. Drazard says:

    To be honest with you, I really like this message system. However, the reason why I’m not using this plugin it because I prefer to have a picture or small image inside or beside the message box or at least image around the corner whoever is doing the talking/speaking. Anyway, more power Galv.

  44. skyforger007 says:

    Any update on the dim background problem?

  45. Riku says:

    Found another bug- your plugin breaks the Maintain Font feature of Yanfly’s Message Core. When this is set to true, it’s supposed to maintain the font size \fs[x] and font name \fn for all the following messages until you change it or use \fr to reset the defaults. This feature no longer works when your plugin is on, even in the default message window (not using the \pop) Hope you can sort it out when you get the time :)

  46. Galv says:

    Updated to v.2.5 to fix ‘dim’ setting background issue in message

  47. StyX92 says:

    I use the plugin in a bigger project, but if your plugin is activ, the normal text windows (without \pop[x]) will lag before they apears. Everytime, if a message window opens the game laggs a few seconds. If your plugin is off, it will works sweet as normal.

    Could you do something about it? It takes hours to implement your script in my whole game… it would be awesome, if you can try it.

    • Galv says:

      Does this issue happen for you in the plugin demo? If no, it might be another plugin clashing with this one in your project causing the issue.

      • StyX92 says:

        I create a video and a demo for you. It seems that the plugin have some small issuses with yanflys message core.
        In this video you can see the framedrops with activ and inactiv plugin. I upload the demo atm, i will send a link, if its up.

        I hope you can find something. It would save my life :D

        http://sendvid.com/szix2ut9

      • StyX92 says:

        Here is a small demo to “provoke” the frame drops.

        https://mega.nz/#!isdQnDaI!j_-BAtexscTDD50ztY1htQVfBw6jOsMCilaDf3x0uy4

        Sorry but you have to provoke the framedrops if you spam the npc xD But if you project is bigger, than the frame drops apear much faster and easier.

      • Galv says:

        It does appear that these plugins are causing the slight drop in framerate somewhere, unfortunately it might take a while to find and I am backed up on work so I do not know when I can get to this.

        Also, make sure you have the latest version of MV files. Your demo has outdated files and could potentially be making the issue worse. I only try to keep my plugins working for latest version of MV.

      • StyX92 says:

        It already happens in your plugin demo.
        Also, the problem isnt the “outdated” demo.

        Its sad to hear, that you do not have time for this problem :/

      • Galv says:

        Yes, it is sad, but I am not superman and cannot do everything everyone needs all at the same time :(
        I will get to looking into it eventually when I do have time…

  48. Adam says:

    Hey, Galv, it’s Adam.

    I paid someone to write a fix to that issue with this plugin when used with DreamX’s victory after math plugin. Here’s the link to the post where you can download it:
    https://forums.rpgmakerweb.com/index.php?threads/dreamxs-victory-aftermath-extension.60509/page-4#post-736556

    For anyone using this plugin with DreamX’s victory after math plugin, it would make the results screen in battle disappear. This fixes that.

  49. Alex says:

    Hi.
    If use some line break like in Yep_MessageCore, or \n in Invara_localization this plugin will show the blank window before text.

  50. sonic says:

    I have a question, In scene_battle why don’t you provide a way to adjust the position the actor stands as in scene_map?

    • Galv says:

      I’m not sure what you mean

      • sonic says:

        When not in battle,using [ax] or [x] can get the position of the character in party, but when in battle, I can only use just like [a,b] to get the position.when using [ax] or [x] (x means number) it doesn’t run correctly.So I wonder if it meets some problems in Battle status so I can’t use just like [ax] to determine which actor can have message.
        Sorry I didn’t make it clear that what I mean.Is it because of actor in battle have no definition of ScreenX() and ScreenY()?

      • Galv says:

        Ahh, I actually didn’t incorporate battle in the plugin. That’s on my to-do list one day but I don’t get a lot of time or support for changes so I don’t know when that’ll be

  51. sonic says:

    If permitted,I have a pathway to modify it
    else if (target[0] == “a”) { // Target an actor – check if in followers
    target = Number(target.replace(“a”,””));
    if (!$gameParty.inBattle()) {
    var actor = $gameActors.actor(target);
    actorIndex = actor.index();
    if (actorIndex $gameParty.battleMembers().length) {
    return false;
    } else {
    var ind = actorIndex – 1;
    return ind < 0 ? $gamePlayer : $gamePlayer._followers.follower(ind);
    };
    } else {
    if (target < 0) {
    target = target * (-1) – 1;
    if (target 0) {
    var actor = $gameActors.actor(target);
    actorIndex = actor.index();
    if (actorIndex $gameParty.battleMembers().length) {
    return false;
    } else {
    return $gameActors.actor(target);
    };
    } else {
    return $gameParty.leader();
    }
    }
    };
    };

    Game_Actor.prototype.screenX = function() {
    return SceneManager._scene._spriteset._actorSprites[this.index()]._homeX;
    }

    Game_Actor.prototype.screenY = function() {
    return SceneManager._scene._spriteset._actorSprites[this.index()]._homeY;
    }

    But your use rule don’t permit to modify your plugin, and I give up to use in this way.so I hope that you can update your plugin someday,thx.

  52. Thankswgwfgwfhwh4 says:

    There’s a bug where if you’re standing above the textbox but the textbox doesn’t have enough room, the arrow will point from the bottom of the textbox (and outside the screen) intead of from the top of the textbox.

  53. Galv says:

    Updated to version 2.6 – fixes bottom of screen/bottom alignment bug (now pushes it to top aligned when it hits screen bottom) and also added ability to change windowskin and arrow graphics during game.

    Make sure to go into plugin manager, open the plugin and close again to apply the new plugin settings else it will cause issues.

    EDIT: It seems I have to fix choices positioning and also choice windowskin yet… doing that when I get a chance for next update.

  54. trippytoasters says:

    Hi Galv! First off, I’d like to thank you for this awesome plugin. It’s exactly what I was looking for for my game.

    I only have one quick question: would it be possible to add an option to only use a different windowskin when the /pop command is used? I’d like to use the white word bubble windowskin for dialogue, and use the default one for all other messages, and it would be very tedious to have to use the plugin command to switch between them every time.

  55. WarioLGP says:

    There doesn’t seem to be a way to pick whetever the \pop[id] message is displayed above or below the event.
    Am I missing something? Because I’d really like the messages to be displayed above the event when they are below, they’re blocking other stuff.

    • Galv says:

      Yeah, in the Show Message event command you can choose where it displays. Like a normal message.

      • WarioLGP says:

        Is there any chance you could add the possibility of displaying the Choice Window to the left/right of the Message Window instead of above/below?

      • Galv says:

        Maybe one day if I ever get time, but I have little support and time these days to get everything everyone wants done I’m afraid :(

  56. optiprimeful says:

    I can’t pass the now loading screen when i launch the game due to a conflict between this plugin with yanfly load custom font. When i set off either of the two plugins, i have no problem launching the game. Do you have an idea about what could cause this issue? Thanks.

  57. Thomas Ferronato says:

    It seems that plugin cannot fond The Window immage!

    • Galv says:

      Make sure your filenames are the exact same case (capitals, etc). Make sure the image exists on the device. If it cannot find it, it’s not there or you may be pointing to the incorrect filename if the device OS require case sensitive.

  58. Thomas Ferronato says:

    On pc it s all good, and when i building the apk it cannot found Window 8…. I rally don t know, on www folder it ha correct

    • Galv says:

      I think the only possibilities for cannot find image error is… the image is not there or the image name doesn’t exactly match what it’s looking for (case sensitive).

  59. lili says:

    thanks for awesome work!

  60. Omegadaxer says:

    Hi Galv,

    Thanks for your awesome plugin! I was wondering, is there any way to set it so that the whole speech bubble doesn’t have to close and reopen each time a new one is displayed? So that when a character is talking and the player hits a button to proceed, the next speech bubble is instantly drawn rather than the current bubble having to close and reopen again.

    Just wondering!

  61. WaveR says:

    Hi, Galv! I am not good at English. So my writing may be sloppy. Thank you for the plug-in you created. However, there is a problem with printing a speech balloon on top of the character. The speech balloon closes and reopens every time you talk. This does not happen when you put a speech balloon at the bottom of the character. After applying a speech balloon to all the text in the game, I am embarrassed to find this problem. Is there a solution? If you don’t, can I modify your plug-in?

  62. Does this still work? Or could it be incompatible with the latest MV? I am using exactly the same setup as in the demo
    and exact same Window2.png file from the folder structure but this happens: https://imgur.com/U7JBXT3 (Strange blue background instead of white.)

    HELP!

    • Galv says:

      Compare your game’s settings with the demo. Database > System > Window Color. Change your window color be exactly the same as the demo.

  63. Anon says:

    What’s the point of allowing the user to change the window style image if they can’t also change the background color?

    • Galv says:

      Good point. When I wrote this 3 years ago I guess I didn’t think of that. I guess there was no point, sorry.

      • Anon says:

        I didn’t mean it like an insult. I meant it like a question. I’m wondering if there’s something I’m overlooking.

  64. machiavel23 says:

    Hello

    There’s an incompability with YEPS_MessageCore, when its wordwrap function is set to true. It results in 2 bugs.

    1/ A blank message box appears before the actual message box

    2/ the message box doesn’t automatically adapt to the width set in YEP_MessageCore. This can however easily be solved by setting the right padding of the message boxes in your plugin to make them be large enough. As an example, if message boxes width is set to 800 in YEP_MessageCore, a right padding of 510 in your plugin will allow to show all the text.

    Here’s your demo project for Message Styles, configured to show the problems. Talk to the Harold a bit left of the player starting point to see it.

    nevertheless, it’s a great plugin, I hope to see those issues fixed :) Thanks a lot for your work.

    https://mega.nz/#!tBlT1QhK!jYeBDOLLxKX_yoz8YLAcwpOyDP9de1e79SLKuFhfrZE

    PS : you should say in your TOS if the graphical resources of your plugins (like WindowCursor.png or VNButtons.png) are allowed to be used as-is or if they just serve as a support for the demo and shouldn’t be in any final release, just to avoid misunderstandings.

    • Hahasea says:

      I’m having this same issue. Am I missing some obvious way to set a box widths? Because even doing it super manually by pressing enter to make a new line results in missing lines and blank boxes.

    • Galv says:

      Unfortunately it sounds like those two plugins are not compatible at this point. As for graphic resources – any are available to use for anyone.

  65. Trey says:

    I actually had the same problem as machiavel23. I’ve opted to just not use MessageCore so now your plugin is doing the trick. There’s one little problem though, I’m not sure if it’s a bug. The speech bubble window pops up but the texted is shifted a little towards the bottom of the bubble. I used the text padding parameter to get it centered but what doesn’t get centered out are menu option buttons and reply option bubbles. The are always a little off the bottom of the screen.

  66. AlCheddah says:

    Hi! Thanks for this great Plugin! I have an issue, though. is the a way to adjust the Y value relative to the size of the sprite? or am I doing’ something wrong?

  67. AlCheddah says:

    I see. And I guess it would take a bit to do so?

    • Galv says:

      Not sure but I don’t have time to implement updates these days. You might have some luck asking in a forum if someone would help you write a patch.

  68. Lance says:

    Can you porting to RPG Maker MZ?

  69. miguelsawfan says:

    Hello, I´m having some trouble using this plugin. When I activate it, I can´t see the background window nor I can change the font´s color. As far as I know, I´ve done everything correctly (I´ve put the opacity at maximun and also copied all the window images to my project). Is it incompatible with other plugins or am I doing something wrong?

  70. star says:

    hi,galv!
    I checked all the comments, even though it has been several years. But I still want to ask
    Will you update it so that the dialogue can also pop up based on the actor during battle?

    • Galv says:

      I’m not sure. I am more focused on MZ now, I like to keep to the latest maker. I will add this to the MZ version then see how time consuming it might be to update this one to do the same.

      • star says:

        I really hope that you will eventually update to the MV version without having to spend too much time. Because there are too many plug-ins for MV that cannot be replaced by MZ at present, it may take several years

  71. Hi says:

    There is a serious bug with this plugin. The changing of message skin is both synchronous as well as too slow, meaning that the message box completely bugs out if you change the message skin using this script in the middle of an event. Even if you insert a wait event, the user can still use the action key to fast-forward, causing the wait timer to speed up which once again breaks the message boxes.

    • Galv says:

      I recommend looking into a caching plugin to cache the message box graphics.

      • Hi says:

        It doesn’t seem to be a caching problem, because it happens even with images that are already loaded into memory. It looks more like the problem is that the script that loads the new skin doesn’t finish properly a lot of the time if you don’t use the wait commend to wait for up to several seconds. For instance, if I load a new window skin at the end of an event, it’ll often not work.

        I think the window skin loading should be asynchronous, or at least have some kind of handler to make sure that it loads correctly.

        By the way, when this happens the message box text printing completely breaks too. For me, when the window skin loading function breaks like this, it reduces the amount of messages to 2 lines, and it also causes messages to become batched into multiple messages in a really weird way.

        Overall, the mid-game window skin changer feels very buggy. :-/

      • Galv says:

        I don’t remember experiencing that in the demo when I wrote this, but it was 5 years ago. I recommend not using this plugin if it is very buggy for you.

  72. Thank you for this plugin. You are super amazing.

  73. OMI says:

    Have you updated this to adjust the Y offset for each event?

  74. Michał Brzozowski says:

    Download is not working

  75. Kay van Raamsdonk says:

    Hi Galv,

    I have a problem with the MessageStylesMZ plug-in.
    As soon as I use it in my rpg maker and I start a new game of my project, it says Failed to load
    img/system/WindowArrow.png
    Do you know how to fix this problem?

    • Galv says:

      Download the demo and get the graphics from it.

    • Cola says:

      Hi!
      Same problem here. It works while testing but as soon as I try to export the game, the same error occurs. I already tried to get the graphics from the demo.

      • Galv says:

        If you exported with that option that removes graphics, it probably removed those graphics from your project also.

  76. AltazarRequiem says:

    Hi Galv,
    I am using your Message Styles and it has been great experience. Then I tried to use YEP Message Core to try to see if it works with your plugin turned on. Sadly, it doesn’t, since I couldn’t use the
    \pop[x] function anymore after I turned on yep message core. Is there any way you can help me on this please? I don’t want to stop using your message style because it’s very, very easy to use.

  77. Diopptazz says:

    Hello,
    the plugin isn’t compatible with SRDude’s Translation Engine. Would it be possible for it to be fixed? Thanks in advance, cheers!

  78. Kiyopawn says:

    Hello Galv, I don’t know when you’ll see this. But there’s a minor bug that’s sort of annoying that this plugin gives.

    This occurs when both this plugin and YEP_MessageCore are both active.

    When the plugin is on, the text window of the level up screen turns 624 pixels high, meaning it stretches out of the screen, and it doesn’t look very good.

    I’m using RPGMaker MV, so I’m using the MV Version.

    I know you said you don’t plan to do compatibility updates, but do you know any way of stopping this problem?

    Here’s a screenshot.

  79. lauronpegason says:

    Hey Galv. Thanks for the brilliant plugin, first of all. One question. It would seem that $gameMessage.add(“\\pop[-1]Hi!”);
    won’t work. Is there another way to use a script call instead of $gameMessage.add()? I cannot tell by your plugin whether you’re using a different function. (I tested this in the demo.) Thx!

  80. Hi Galv. Thanks for the brilliant plugin, first of all. One question. It would seem that $gameMessage.add(“\\pop[-1]Hi!”);
    won’t work, and I was wondering if you are using some function other than $gameMessage.add(). (I tested this in the demo.) Thanks again!

  81. knight64 says:

    Hey guys, I found a kinda work around it, but it would disable the wrap functionality of YEP_MessageCore, in the Message Core js file, replace line 626:

    if ($gameSystem.wordWrap()) text = ” + text;

    to
    if ($gameSystem.wordWrap()) text = ” + text;

    take backup or comment just in case.

  82. neemu says:

    is it posible to put image face in the bubble?

  83. wp1515537714 says:

    Hello Galv, Thanks for the great Plugin.

    Is there a way to disable the plugin through a script call and revert back to the default window skin now? I’m using the ‘Message Busts’ plugin, so I would like to use the default window skin most of the time, only switching to another one occasionally.

    However, if I don’t include the pop[x] command in the message, although it no longer appears as speech bubbles, there is still a slight discrepancy between the actual results and what I intended. One of these issues is that the input indicator remains in the position set by the plugin, rather than reverting to the game’s default position.

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