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BW Message script - New Bubbles!

v21.1 BW Message script - New Bubbles! 3.0.1

This resource pertains to version 21.1 of Pokémon Essentials.
Pokémon Essentials Version
v21.1 ✅
Also compatible with
  1. v21
Welcome to the latest addition to my Black and White window script. Thanks to Nononever for keeping this script alive when I disppeared from the community for a long time. With this new version I have now added in dynamic floating bubbles while maintaining the old script calls to hopefully not break every single game that uses the old script.

This script allows you to have fading in bubbles, auto clearing bubbles, player monologue and animated shock bubbles.
The nice thing about this new script is the bubbles are fully dynamic, when you set the event that has the bubble it will now follow that target across the entire screen.

I have only tested this script in a clean copy of V21.1 of essentials and have no idea if it works on older versions. Those willing to try can give feedback for any issues and I will try my best to add support to the older versions.

Will look slightly different due to public graphics provided.


To install, simply extract the files and place in the folders as shown within the extract. Nice simple drop and play.

Modified method for the old call method to make things easier, if you have an event that has multiple lines of text.
Instead of doing the script call every single time you can use the new helper method which should be used anyway instead of the
old one going forward.

pbSpeech(Window Type,Event ID,keepalive=false)

So like the old method you have the window type 1-4 and then the event ID. Now if you put true in the call, it will tell the script
the talking event is the main one saving you having to put in the call multiple times for an event that has more than 1 Show Text call.

When you are about to finish the text you will want to call the script before the Show Text function as pbSpeech(1,10,false)
This will say you no longer want to have that event ID as the main speaker any more and you are about to change who is talking.

If you have an event you would like to show a thought bubble over you can now add a comment in the event and use:
pbSpeechBubbleShow(Event ID, "Text")

What this allows is an event to show a speech bubble above the target. So you can put pbSpeechBubbleShow(-1, "Ooops") as an example which
will show a thought bubble above the player and will follow the player.

Some new options within that call now though:

If you want that text to automatically disappear after a few seconds you can do pbSpeechBubble(-1, "Ooops", 3)
The 3 will tell the script after 3 seconds, you want the text to dispose and not show again until the event page calls it.

You now also have distance tracking as an options too.
Adding :Max => Tiles will allow the event to only show the bubble if the player is within the number of tiles defined.
Please make sure when using this call, it's the last option otherwise weird things happen. For example:
pbSpeechBubbleShow(-1, "Ooops", :Max => 4)

This will show text Ooops above the player only if the player is within 4 tiles of the event in any direction.
When the player walks away, the text will disappear.

The function options are as follows:

3 after the text - Time in seconds the window shows for
:F - This means you want the window to fade in and out
:A - You want this bubble window to avoid others that are showing.
:Shock - This will show an animated shock bubble above the target
:Max => Tiles - This must be at the end of the script call bracket to work, tells the script how many tiles the player needs to be in to show.

You can also manually call this via the script call function within the event.
For example, I want to show a shocked bubble that fades in and lasts for 3 seconds above event 10 you would do:

pbSpeechBubble(10, "Help!", 3, :F, :Shock)
This will call the bubble over the event ID 10 with Help! and will fade in and shake with the shocked window skin before disappearing after 3 seconds.
You can stack multiple bubbles within the game screen by simply calling within the event each pbSpeechBubble command for each event id.
Try avoiding having too many as again can get a bit weird.

If you don't use the automatic clearing call, you can manually clear every bubble on screen by using
pbClearBub

This will clear all bubbles currently shown on the screen.

And finally, I have added a seperate call function if you want an event to check if a player is nearby.

pbCheckDist(tiles, eventID)

This script check will see if the player is within a certain number of tiles to the defined event and return true.
So for example if you have a conditional branch within an event that is running as parrell process.

You can have this check active and it will trigger your events movements that you define within the conditional branch once the player is near that event.
Best not to do too many events with these on a map as can cause some major lag when over used.

Will add screenshots soon once I get use to how this site works XD, first time posting and I'm too lazy to upload to hosts for them.
Credits
Nononever for keeping the old script updated.
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Author
Carmaniac
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