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Instant Messages

v21.1 Instant Messages 1.2.2

This resource pertains to version 21.1 of Pokémon Essentials.
The only file that was changed was 004_MessagesUI. You only need to replace that file with the updated one for this update.

Change Log
  • ⭐Changed how player icons appear. Now, the naming convention for player icons in Graphics > UI > Instant Messages > Characters is "Player_x" where x is the character ID for the player (by default, the male character is 1 and female character is 2). If you use outfits, the naming conventions is "Player_x_yy" where yy is the outfit number. An outfit number of 0 will still use "Player_x".
  • ⭐Inspired by upcoming v22 code, made it so emojis (icons) can appear in player choices.
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The only file that was changed was 005_Player. You only need to replace that file with the updated one for this update.

Change Log
  • 🛠️Fixed crash that could occur with some message history setups.
  • ⚙️Added new function so you can run a cleaner script for reinitializing instant messages for a player: $player.initialize_instant_messages
BEFORE UPDATING ANY FILES: If you have made any edits the Settings or Configurations for the plugin, make sure to make a backup of those files before updating the plugin. If you copy over files to update, it will overwrite your changes. If you haven't already, I recommend you duplicate your Configuration files and rename them, so they won't be overwritten when you update.

The only files that were changed were 000_Settings, 001_Data, 003_Configuration_Conversation, and 005_Player. You only need to replace these files for this update.

NOTE: This does work with the FL Unreal Time plugin without any additional considerations.

Change Log
  • ⭐New feature: Message History. You can now have conversations have a timestamp in the past relative to Now. These conversations must have the :reltimestamp parameter, and must be included in the MESSAGE_HISTORY_LIST in 000_Settings. These messages get added to the player's message history when the game is first set up (start a new game).
    • Note: If you do not want to start a new game for testing purposes, you can instead reinitialize instant messages as a whole for the player (clearing out all existing ones). Do this by running the script $player.instant_messages = Player::InstantMessages.new
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The only file that was changed was 004_MessagesUI. You only need to replace that file with the updated one for this update.

Change Log
  • 🛠️Fixed player message handling so you can have just a single string instead of choices. This message will appear just like NPC messages would (no player input).
The only file that was changed was 004_MessagesUI. You only need to replace that file with the updated one for this update.

Change Log
  • 🛠️Fixed a crash that would occur if an Instant conversation contained more than 1 line of text
BEFORE UPDATING ANY FILES: If you have made any edits the Settings or Configurations for the plugin, make sure to make a backup of those files before updating the plugin. If you copy over files to update, it will overwrite your changes. I recommend you duplicate your Configuration files and rename them, so they won't be overwritten when you update.

Change Log
  • ⭐New feature: Sorting Conversations. Using the SPECIAL key, you can sort the group list by Newest first, Unread first, or Alphabetically.
  • ⭐New feature: Pinning Conversations. Using the ACTION key, you can toggle whether or not a group is pinned to the top of the group list.
  • ⭐New feature: Timestamps. Added timestamps, which will appear above individual conversations. Along with this, I've changed the old divider to show "Unread" to help distinguish which messages the player hasn't yet seen.
  • ⭐New feature: Delayed Messages. Using pbPendDelayedIM, pend an Instant Message to be sent to the player after a set number of steps/amount of time. These messages take priority over Sequential or Random passive messages. For example, you might want your rival to send you a message 60 minutes after the battle you just had.
  • ⭐New feature: Pending Random Messages. In addition to messages included in the predefined PASSIVE_TRIGGERS_RANDOM_POOL, you can add messages to that pool dynamically using pbPendRandomIM. For example, you can pend a random message after talking to a minor NPC, without having to create a switch to keep track that you talked to them.
  • ⚙️Added 3 new settings to control new features: SHOW_TIME_STAMPS, ALLOW_SORTING, and ALLOW_PINNING
  • ⚙️Changed the Delay Time/Variable parameter used in conversation configurations to now use seconds instead of frames
  • 🛠️Fixed issue where v21 frames checking wasn't properly implemented
  • 🛠️Fixed issue where on_step_taken handler was being used instead of on_player_step_taken for passive triggers
  • 🛠️Fixed issue where new groups or groups with new messages weren't being sorted to the top of the group list
  • 🛠️Fixed issue where the group list was only showing 6 groups at a time
  • 🛠️Fixed issue where the up/down arrows weren't implemented for long lists of groups
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