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Resource BW Speech Bubble 1.1

NoNoNever

Dev from Pokémon Illusion, Pokémon Arcadia
Member
Joined
Dec 11, 2018
Posts
180
NoNoNever submitted a new resource:

Carmaniac's Speech Bubble Script for v20 - Updated Version for V20

Carmaniac's Speech Bubble Script for v20​


Extract the files put the Pictures folder to Pictures and lets go

How to use:
To call a speech bubble, call the following in a script: pbCallBub(type, eventid)
The type can be either 1 or 2, with 1 being a bubble over the event, and 2 being a normal message box with an arrow, resembling the BW style.
Example of type 1:
1602178797293.png


Example of type 2...

Read more about this resource...
 
Could we get an example of how the script would look? Where does the message go in the script/event?
 
Could we get an example of how the script would look? Where does the message go in the script/event?
First number is the bubble type, second number is the event id
 

Attachments

  • script.png
    script.png
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Hi there, my bubbles are appearing below the text box instead of above it, so the bubble works more like a line behind the box. Is that something expected or usual?
 
Hi. Thank you very much for sharing.

Just a question...

Is there any way to use Type-1 to create random floating text?
Very much like in the style of the ones that were incorporated in the 6th generation and that we recently saw in the 8th generation (passers-by that when they pass by throw a specific text), but that text does not affect the gameplay (you don't have to press any key to advance the text).
 
Hi. Thank you very much for sharing.

Just a question...

Is there any way to use Type-1 to create random floating text?
Very much like in the style of the ones that were incorporated in the 6th generation and that we recently saw in the 8th generation (passers-by that when they pass by throw a specific text), but that text does not affect the gameplay (you don't have to press any key to advance the text).
Maybe with parallel process ;o give it a try
 
When using Type 2: Is there any way to dictate whether the text bubble appears at the top or bottom of the screen? It seems to be random, sometimes appearing above, sometimes below.

Example of the bubble appearing at the top of the screen when I'd rather it appear at the bottom:
1667501517159.png
 
Hi,

When I evolve my Pokemon via level up, the speech bubble appears on the top of the screen

asfdghjk.png
 
Is there a way to make the type 1 speech bubble appear over the player? (Also thanks for your help on my last question)

Edit: I saw No pro bro also asked this same question, my bad.
 
Is there a way to make it appear over the player ? For when player is speaking
currently i am not good enough to add stuff like that, i can only port scripts ;D

when i get better i can try it with pleasure :)
 
Is there a way to make the type 1 speech bubble appear over the player? (Also thanks for your help on my last question)

Edit: I saw No pro bro also asked this same question, my bad.
currently i am not good enough to add stuff like that, i can only port scripts ;D

when i get better i can try it with pleasure :)
 
Hi, I just tested it out, and the plugin breaks
Ruby:
Expand Collapse Copy
\l[n]
(the command to change number of lines in a textbox).

EDIT: It also seems to affect portrait positioning.
 
Last edited:
Hi i need help adding it to my game heres the issue!

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.1]

Script error in event 1 (coords 10,18), map 123 (Intro Test map)
Exception: NoMethodError
Message: undefined method `pbCallBub' for #<Interpreter @event_id: 1>

***Full script:
pbCallBub(2, 2)

Backtrace:
(eval):1:in `execute_script'
033:Interpreter:138:in `eval'
033:Interpreter:138:in `execute_script'
034:Interpreter_Commands:1177:in `command_355'
034:Interpreter_Commands:116:in `execute_command'
033:Interpreter:130:in `block in update'
033:Interpreter:86:in `loop'
033:Interpreter:86:in `update'
[Following Pokemon EX] Refresh.rb:268:in `update'
032:Scene_Map:167:in `block in update'
 
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