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Instant Messages

Resource Instant Messages 1.2.4

I'm sorry that I keep bringing up new things on this, but I thought I'd bring it to your attention.

I had some friends play through a demo of my game recently, and the demo contained this plugin.
Something a lot of the playtesters said was that they loved the feature, but felt it needed a better indicator of whenever a conversation is over. Apparently a lot of them didn't realize that the X-button in the top left corner of the "app" is transparent when the conversation is active, and solid when one can leave the conversation.

This might just be a minor nitpick, though
 
I'm sorry that I keep bringing up new things on this, but I thought I'd bring it to your attention.

I had some friends play through a demo of my game recently, and the demo contained this plugin.
Something a lot of the playtesters said was that they loved the feature, but felt it needed a better indicator of whenever a conversation is over. Apparently a lot of them didn't realize that the X-button in the top left corner of the "app" is transparent when the conversation is active, and solid when one can leave the conversation.

This might just be a minor nitpick, though
Honestly I've faced the same issue in my own play testing. Sometimes I'll stop there waiting for the next message and be like "oh wait it's done".
 
Hello, thank you so much for creating this plugin—it’s made my game really awesome! I’ve just made some tweaks to the passive random-message feature so that in the game Mom will send the player messages from time to time. But as the game goes on, the messages in that particular group pile up a lot. Is there any way to clear all messages in a specific conversation (not all conversations)?
 
Hello, thank you so much for creating this plugin—it’s made my game really awesome! I’ve just made some tweaks to the passive random-message feature so that in the game Mom will send the player messages from time to time. But as the game goes on, the messages in that particular group pile up a lot. Is there any way to clear all messages in a specific conversation (not all conversations)?
I actually had "hide really old messages" in my ToDo list and never got around to it.

You can manually remove them if you want. Let's say your group is called :MOM. If you reference pbPlayerIMSaved.saved_messages[:MOM].convo_list, it gives you an array that contains all the conversations you've sent the player. Let's say you have 20 conversations saved, and you want to remove the oldest 10. You would run pbPlayerIMSaved.saved_messages[:MOM].convo_list.shift(10) and that will remove the oldest 10 messages.

I may still add it officially, but that's a quick and dirty script command you could run if you really want to.
 
I actually had "hide really old messages" in my ToDo list and never got around to it.

You can manually remove them if you want. Let's say your group is called :MOM. If you reference pbPlayerIMSaved.saved_messages[:MOM].convo_list, it gives you an array that contains all the conversations you've sent the player. Let's say you have 20 conversations saved, and you want to remove the oldest 10. You would run pbPlayerIMSaved.saved_messages[:MOM].convo_list.shift(10) and that will remove the oldest 10 messages.

I may still add it officially, but that's a quick and dirty script command you could run if you really want to.
Alright, thank you! I'll go give it a try.🌹
 
I've been getting this error while using Luka S.J.'s Game Time plugin.

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: NoMethodError
Message: undefined method `-' for #<GameTime::Now>

Backtrace:
[Instant Messages] 006_PassiveTriggers.rb:28:in `block in <main>'
Event_Handlers:89:in `block in trigger'
Event_Handlers:89:in `each_value'
Event_Handlers:89:in `trigger'
Event_HandlerCollections:63:in `trigger'
Overworld:181:in `pbOnStepTaken'
Game_Player:550:in `update_event_triggering'
Game_Player:426:in `update'
Scene_Map:168:in `block in update'
Scene_Map:166:in `loop'
 
I've been getting this error while using Luka S.J.'s Game Time plugin.

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: NoMethodError
Message: undefined method `-' for #<GameTime::Now>

Backtrace:
[Instant Messages] 006_PassiveTriggers.rb:28:in `block in <main>'
Event_Handlers:89:in `block in trigger'
Event_Handlers:89:in `each_value'
Event_Handlers:89:in `trigger'
Event_HandlerCollections:63:in `trigger'
Overworld:181:in `pbOnStepTaken'
Game_Player:550:in `update_event_triggering'
Game_Player:426:in `update'
Scene_Map:168:in `block in update'
Scene_Map:166:in `loop'
Yeah I don't think this plugin is compatible with that plugin. There are a number of issues I've seen with it (some of them I reported but I don't think have been addressed yet). I have no plans to try and be compatible with it at this time.

If you're looking to use an unreal time system, I'd recommend FL's version, which I use when testing and it seems fully compatible with anything using the pbGetTimeNow command

 
Hey, I am getting this error: "Unknown ID MA" with this setup:
"GameData::InstantMessageContact.register({
:id => :MA,
:name => _INTL("Mary"),
:image => "Mary",
:bubble => "Purple"
})"
and
"GameData::InstantMessageGroup.register({
:id => :MA_1,
:title => _INTL("Mary"),
:members => {1 => :MA}
})"
idk what I'm doing wrong, help would be appreciated
thank you for this plugin
 
Hey, I am getting this error: "Unknown ID MA" with this setup:
"GameData::InstantMessageContact.register({
:id => :MA,
:name => _INTL("Mary"),
:image => "Mary",
:bubble => "Purple"
})"
and
"GameData::InstantMessageGroup.register({
:id => :MA_1,
:title => _INTL("Mary"),
:members => {1 => :MA}
})"
idk what I'm doing wrong, help would be appreciated
thank you for this plugin
Can you post the full error (everything inside of the crash popup)?
 
Can you post the full error (everything inside of the crash popup)?
[2025-06-23 07:56:02 +0200]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Script error in event 2 (coords 24,23), map 117 (1D)
Exception: RuntimeError
Message: Unknown ID MA.

***Full script:
pbReceiveIM(:MA_1)

Backtrace:
GameData:103:in `get'
[Instant Messages] 001_Data.rb:169:in `pbIMGetGroup'
[Instant Messages] 001_Data.rb:19:in `initialize'
[Instant Messages] 005_Player.rb:65:in `new'
[Instant Messages] 005_Player.rb:65:in `pbReceiveMessage'
[Instant Messages] 004_MessagesUI.rb:25:in `pbReceiveIM'
(eval):1:in `execute_script'
Interpreter:138:in `eval'
Interpreter:138:in `execute_script'
Interpreter_Commands:1177:in `command_355'
 
[2025-06-23 07:56:02 +0200]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Script error in event 2 (coords 24,23), map 117 (1D)
Exception: RuntimeError
Message: Unknown ID MA.

***Full script:
pbReceiveIM(:MA_1)

Backtrace:
GameData:103:in `get'
[Instant Messages] 001_Data.rb:169:in `pbIMGetGroup'
[Instant Messages] 001_Data.rb:19:in `initialize'
[Instant Messages] 005_Player.rb:65:in `new'
[Instant Messages] 005_Player.rb:65:in `pbReceiveMessage'
[Instant Messages] 004_MessagesUI.rb:25:in `pbReceiveIM'
(eval):1:in `execute_script'
Interpreter:138:in `eval'
Interpreter:138:in `execute_script'
Interpreter_Commands:1177:in `command_355'
What does your conversation definition look like?
 
What does your conversation definition look like?
Do you mean this? (English is not my native language)

GameData::InstantMessageConversation.register({
:id => :MA_1,
:group => :MA,
:instant => true,
:messages => [
[1, :Text, _INTL("Bist du schon bereit, nach Fadelheim zu fahren?")]
]
})
 
Do you mean this? (English is not my native language)

GameData::InstantMessageConversation.register({
:id => :MA_1,
:group => :MA,
:instant => true,
:messages => [
[1, :Text, _INTL("Bist du schon bereit, nach Fadelheim zu fahren?")]
]
})
Deleting the "1" solved my problem somehow. Thank you so much for this great plugin and help
 
Got the following error when using the example convo:

[2025-06-30 00:14:17 -0400]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Script error in event 5 (coords 7,4), map 3 (Home)
Exception: NameError
Message: uninitialized constant SpriteWindow_Base::TEXTPADDING

***Full script:
pbReceiveIM(:OAK_TEST)

Backtrace:
[Instant Messages] 004_MessagesUI.rb:1153:in `getAutoDims'
082:SpriteWindow_text:1173:in `initialize'
[Instant Messages] 004_MessagesUI.rb:1006:in `new'
[Instant Messages] 004_MessagesUI.rb:1006:in `pbDisplayForcedCommands'
[Instant Messages] 004_MessagesUI.rb:682:in `check_next_text'
[Instant Messages] 004_MessagesUI.rb:631:in `block in pbScene'
[Instant Messages] 004_MessagesUI.rb:611:in `loop'
[Instant Messages] 004_MessagesUI.rb:611:in `pbScene'
[Instant Messages] 004_MessagesUI.rb:1064:in `pbStartScreen'
[Instant Messages] 004_MessagesUI.rb:19:in `block in pbInstantMessagesDirect'
 
Hey!
I was wondering if you would know how to make this plugin compatible with Voltseons Pause Menu?
What i mean is that when you get a message, when you open the menu, in the corner it would say "You got a new message".
 
Hey!
I was wondering if you would know how to make this plugin compatible with Voltseons Pause Menu?
What i mean is that when you get a message, when you open the menu, in the corner it would say "You got a new message".
I actually have a custom version of that sort of thing for my game. I can look into making a natively supported one
 
Sorry if this is a silly question, but is it possible to get rid of the "old messages"? Ive tried just taking them out of the Configuration_Conversation.rb but it keeps giving me errors. I think I may be a little stupid!
 
Sorry if this is a silly question, but is it possible to get rid of the "old messages"? Ive tried just taking them out of the Configuration_Conversation.rb but it keeps giving me errors. I think I may be a little stupid!
You want to remove conversations you've already set up from your game? If the player has viewed those conversations and saved their game, and you delete them from the configuration, yes it would crash; you'd have to start a new save file.

I think you could set up a save conversion (search for that in the script editor for examples) where you access the convo_list for each group and clear conversations that no longer exist (refer to a post I made here around May 19th). I can't test that right now as I'm not at my computer though.

Long story short, I don't have any way to handle that because I figured people would have enough planning to only include conversations they are 100% going to use before releasing their game 😅
 
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