Portraits in text messages

Resource Portraits in text messages 1.0

Mr. Gela

Elite Trainer
Member
#1
Kiedisticelixer submitted a new resource:

Portraits in text messages - Animated or static graphics such as faces to display during text.

What's this?
Normally, to display pictures, you can use the text command "\f[filename]" or "\ff[filename,index]". I've made a few simple additions to how text is processed to allow for two different pictures at once (so you can use left, right, or both at the same time). I've also included a sample (animated!) portrait from Fire Emblem. Check the Credits tab for the original sheet.

Show me the goods!

(Example graphics by...
Read more about this resource...
 

Atlas22b

Rookie
Member
Posts
5
#2
Hi! I've been trying to figure out how to implement this exact mechanic forever, so thank you so much for creating it! I am a little confused as to how to put it in my game, though. As for as I can tell, there isn't a section called, "Messages." Where should I paste the script?

Thanks! =D
 

pokemonspecialist/Aryaman

Creator of Pokemon Misanthropy
Member
Posts
25
#3
I am getting this error.

[Pokémon Essentials version 17]
Exception: RuntimeError
Message: filename is nil
SpriteWindow_sprites:30:in `initialize'
Messages:1115:in `new'
Messages:1115:in `initialize'
Messages:1410:in `new'
Messages:1410:in `pbMessageDisplay'
Messages:1402:in `each'
Messages:1402:in `pbMessageDisplay'
Messages:1005:in `pbMessage'
Messages:649:in `command_101'
Interpreter:304:in `execute_command'


I solved it.
 

Atlas22b

Rookie
Member
Posts
5
#4
I am getting this error.

[Pokémon Essentials version 17]
Exception: RuntimeError
Message: filename is nil
SpriteWindow_sprites:30:in `initialize'
Messages:1115:in `new'
Messages:1115:in `initialize'
Messages:1410:in `new'
Messages:1410:in `pbMessageDisplay'
Messages:1402:in `each'
Messages:1402:in `pbMessageDisplay'
Messages:1005:in `pbMessage'
Messages:649:in `command_101'
Interpreter:304:in `execute_command'


I solved it.
How did you solve it? Where did you put the script in the first place, btw? I can't figure out where it's supposed to go.
 

pokemonspecialist/Aryaman

Creator of Pokemon Misanthropy
Member
Posts
25
#5
How did you solve it? Where did you put the script in the first place, btw? I can't figure out where it's supposed to go.


And to solve it I did only one change
Line 36 @message_position=1
\ML[Image] and text
(Note: I have done this to get only one mugshot but if you want two mugshot then @message_position should be 2.
Also It will only work when\ML[Image]\MR[Image] and text.
Images should be in graphics, pictures folder.
 
Last edited:

Atlas22b

Rookie
Member
Posts
5
#6


And to solve it I did only one change
Line 36 @message_position=1
\ML[Image] and text
(Note: I have done this to get only one mugshot but if you want two mugshot then @message_position should be 2.
Also It will only work when\ML[Image]\MR[Image] and text.
Images should be in graphics, pictures folder.
This didn't work for me, I still get the same error that you initially did. Did you change any other scripts than Messages? Thanks!
 

GameHero95

Dante the Infernape Profile Picture
Member
Posts
2
#7
I'm wondering if you can do the same for the Pokemon as well? Like if the player interact a Trainer's Pokemon like a Meowth for example?
 

Aki

Starry eyed
Administrator
#8
I'm wondering if you can do the same for the Pokemon as well? Like if the player interact a Trainer's Pokemon like a Meowth for example?
You get to decide how to use the script!
It just let's you add the protraits where you want them, they're not necessarilly attactched to a certain character by default.
 

WolfPP

Discord Wolf#1235
Member
Posts
49
#16
I haven't made sure, but it probably works with 17.2, yes.
So i have that error :/
Code:
---------------------------
Pokemon Essentials
---------------------------
[Pokémon Essentials version 17.2]

Exception: RuntimeError

Message: filename is nil

SpriteWindow_sprites:30:in `initialize'

Messages:1115:in `new'

Messages:1115:in `initialize'

Messages:1410:in `new'

Messages:1410:in `pbMessageDisplay'

Messages:1402:in `each'

Messages:1402:in `pbMessageDisplay'

Messages:1003:in `pbMessage'

Messages:640:in `command_101'

Interpreter:304:in `execute_command'
I put in Graphics (Graphics/Faces/)

EDIT: i change line 36 too and give me the same error.

EDIT2: LOL the images... them need to be inside to Picture folder.

Ty ty!
 
Last edited:

SneekyPeet

Rookie
Member
Posts
1
#17
Hey, I found this to be extremely helpful, thanks a lot!

I've ran into the following problem: When I implement an animated GIF-file as the portray, the first frame is displayed with the correct transparency, but all of the following frames have a black or white background. I've checked in GIMP, but all frames seem to be transparent in the file. Is there any solution to this? Thanks in advance!
 

Aki

Starry eyed
Administrator
#18
Hey, I found this to be extremely helpful, thanks a lot!

I've ran into the following problem: When I implement an animated GIF-file as the portray, the first frame is displayed with the correct transparency, but all of the following frames have a black or white background. I've checked in GIMP, but all frames seem to be transparent in the file. Is there any solution to this? Thanks in advance!
I had that issue too when working with the script. The .gifs seemed to work if your frames are set to Combine instead of Replace.
If you haven't worked with that before, basically all frames are just layered on top of each other instead of showing one frame at a time. This doesn't really cause any issues if your character's movement is just lip flaps, where a new face would completely cover the previous frame's face. If the movement is anything that changes the silhouette of the character though, it doesn't really work with combined frames.
 
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