Custom Message SystemLast Update: 2009.06.14By: Yanfly Engine ReDux IntroductionI've finished this a few days ago actually but spent some time to refine it and make the whole system more light weight. This is by no means a complex message system like
Modern Algebra's ATS or
Woratana's Neo Message System. If you want a message system with a lot of features and functionality, I highly recommend that you take a look at those over mine. This one is highly lacking comparison to what those have to offer as this message system here will supply the most basic functions and needs without adding too many extra features.
What this script has to offer is basic functionality for new tags, a namebox window, and drawn items, weapons, and armours along with their icons. There also exists a Lunatic Mode to create quick and easy custom shortcuts. For the most part, this script is plug and play.
Screenshots
ScriptClick here to view the main script.InstructionsThere's a couple of interesting things to point out so I'll screenshot them.
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First things first, before we get started, make sure you scroll down to ROW_VARIABLE and change that variable ID to a desirable variable for you to easily adjust rows with. After that, everything else can be left alone (and plug and play takes over).
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I think pretty much the most important feature needed for any custom message system would be the name box window so here's the YERD version. You can easily adjust the position of the name box window through the module and it'll automatically calculate the correct positioning relative to the main message window's positioning and direction. The following are tags you may use to adjust the name box window.
* \nb[x]
Creates a name window with x. Left side.
* \nbl[x]
Creates a name window with x. Locks the namebox. Left side.
* \nbu[x]
Creates a name window with x. Unlocks the namebox. Left side.
* \rnb[x]
Creates a name window with x. Right side.
* \rnbl[x]
Creates a name window with x. Locks the namebox. Right side.
* \rnbu[x]
Creates a name window with x. Unlocks the namebox. Right side.
* \nbu
Closes name window. Unlocks the namebox.
Note that the namebox is disabled in battle to prevent compatibility problems with custom battle systems.
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Displaying specific actor information can be a pain at times especially when you have a plethora of actors with a plethora of different combinations. The following tags will include the functionality make that hassle less imminent.
* \ac[x]
Writes actor x's class name.
* \as[x]
Writes actor x's subclass name. Requires Subclass System.
* \ax[x]
Writes actor x's combination class name. Requires Subclass System.
* \af[x]
Replaces face with actor x's face.
* \af[x:y]
Replaces face with actor x's face name but uses expression y.
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Similar to Swap Dummies, the party member tags will allow you to pull up party member names and other related information depending on which party slot they're in. This is particularly done for games that allow different party positions and even custom party setups.
* \pn[x]
Writes ally's name in party slot x.
* \pc[x]
Writes ally's class name in party slot x.
* \ps[x]
Writes ally's subclass name in party slot x.
* \px[x]
Writes ally's combination class name in party slot x.
* \pf[x]
Replaces face with ally's face in party slot x.
* \pf[x:y]
Replaces face with ally's face name but uses expression y.
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Various font options can be adjusted within the message box, too. Fonts can be changed midway through the message box. Bold, italic, and shadow options are also available. Sizes can even be adjusted midway, too. This can allow for more flavourful text options.
* \fn[x]
Changes the font name to x. Set to 0 to reset font name.
* \fs[x]
Changes the font size to x. Set to 0 to reset font size.
* \fb
Changes the font to bold and back.
* \fi
Changes the font to italic
* \fh
Changes the font to shadowed and back.
Note that each time the message window is cleared, font changes will reset back to their default. This way, a forgetful scripter will not cause the player any confusion when suddenly the font used in game has been changed to something other than the default.
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Icons and item, weapon, and armour names have always been able to be drawn by custom message systems. This one is no exception. Icons can be drawn by themselves with an item name, with a weapon name, or with an armour name.
* \i[x]
Draws icon ID x into the message window.
* \ii[x]
Writes item ID x's name with icon included.
* \iw[x]
Writes weapon ID x's name with icon included.
* \ia[x]
Writes armour ID x's name with icon included.
* \is[x]
Writes skill ID x's name with icon included.
* \it[x]
Writes state ID x's name with icon included.
Also, I'm aware that some people use monospaced fonts for their games at times and that drawing icons can mess up the alignment pretty badly. For those who are using monospaced fonts, adjust ICON_WIDTH under the module to fit in icons with your message text properly so it doesn't look misaligned.
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And of course, it wouldn't be a Custom YERD script without a Lunatic Mode. Here you may insert your premade text tags to reveal specific return values within the message box. There's actually three types of custom tags provided.
\X[x] or \X[x:y] or \X[x:y:z]
These let you create your own custom tags. If you use the first tag, there is one case for the "custom_convert" definition to return. If you use the second tag, there will be two cases for you to select from. And likewise, if there's three tags, then the z case will also be taken into account of.
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And that's it~ I hope you enjoy the new light weight custom menu system.
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IF YOU ARE HAVING PROBLEMS WITH THESE SCRIPTS, REVIEW THE TROUBLESHOOTING PAGE FIRST!Compatibility - Not compatible with any other custom message systems (duh).
Please report any compatibility issues and I'll try my best to fix them.
Terms and ConditionsJust give credit where due.
Credits and Thanks- Woratana and Modern Algebra for reference work on their respective scripts.
Originally Found Here: Here