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rainefallPortraits

v21.1 rainefallPortraits 1.3

This resource pertains to version 21.1 of Pokémon Essentials.
Hello all, by request I have added the ability to change the windowskin used by the name window. For maximum customisability I have given you two options.

Option 1: Global change
In config.rb, there is a new option called DEFAULT_WINDOW_SKIN. By default is nil, this causes it to use whatever the system frame is. By changing this value to a path to a windowskin, it will cause every name window to use this windowskin.

Option 2: Local change
If you want a certain character's name window to have a unique windowskin, you can call Rf.name_window_skin = "path/to/windowskin/" before their dialogue. When you want to go back to whatever is in DEFAULT_WINDOW_SKIN, simply call Rf.name_window_skin = nil.

Also, I have included an option to configure the outline on your sprites. Change the colour, or have no outline at all. The same concepts from windowskins apply here, only with OUTLINE_COLOR in config.rb and Rf.portrait.outline_color = for local changes.

Also also. I have fixed a terrible blunder that caused the script to be completely incompatible with versions of Essentials older than v21. Unfortunately, there is still a bug out of my control present when using the script with these older versions of Essentials, however you can fix these by upgrading your project to the latest version of mkxp-z.
Hello all, two things for you here.

Plugin is now framerate agnostic. If you don't know what this means don't worry about it.

More importantly, there is a new feature: portraits automatically close when an event ends. This is very useful if like me you are an idiot and you continuously forget to add close portrait commands to the point that a floating portrait persists in release builds of your game ......................
HOWEVER. You may not necessarily want this behaviour to occur, if your life is perfectly in order. To accomodate people like you, I have added an option in config.rb

Ruby:
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# This allows you to toggle whether or not portraits close automatically when an event ends
PORTRAITS_AUTO_CLOSE_ON_EVENT_END = true
change it to false to disable this feature.
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Reactions: CelestialFearow
This update is a pretty simple fix for an issue where portraits would appear behind the cave darkness overlay. This requries making changes to the Ruby event that creates the cave overlay however, which may break compatibility with your game. If this is the case, you can turn this fix off in config.rb
Unfortunately, while implementing 1.1's alternative method of injecting the name window into the display message function, I forgot that function also handles player choice windows as well. The new function does not account for this, meaning attempting to use any kind of show choice window will result in a crash when the game tries to get the option the player chose. I discovered this while working on a completely unrelated script and believe me when it took me over HALF AN HOUR of debugging that script to realise it was an issue with this one.

PLEASE update to this version.
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Reactions: deoxysacid
In an attempt to increase compatibility I have modified the way name labels are injected into the message display function. This does mean the ability to define name labels within Show Text event commands is lost, but I don't consider that to be a huge issue. Please switch to using Rf.set_speaker and Rf.clear_speaker instead.
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