Dynamic Battle Dialogue
BMM_Archive · July 15, 2026
BMM_Archive
Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.
Original Source
- Original title: Dynamic Battle Dialogue
- Original author: notaishere2
- Original date: May 1, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/dynamic-battle-dialogue.39520/
- Source forum path: Game Development Engines > RPG Maker Tutorials > RMVXAce Tutorials
Summary
Been messing around with RPG Maker VX Ace and came up with a way to have custom dialogue come up when an enemy hits the char. Here are screenshots of how I have my troops, common events, skills, and states set up in databases. Spoiler
Archived First Post
Been messing around with RPG Maker VX Ace and came up with a way to have custom dialogue come up when an enemy hits the char.
Here are screenshots of how I have my troops, common events, skills, and states set up in databases.

Made a state that doesn't effect battle directly and lasts 1 turn at most.

Attack applies invisible state and calls common event.

Common event sets variable for troop event page.

Troop event page has dialogue stored in conditional branches and disables variable and state after running. Set to Span: Moment so the dialogue shows up immediately after effect is applied.
Here's the specific things in event page.
Using this method, can have custom actor reactions to being struck by each type of enemy. Different dialogue boxes for different enemies.
Can also control probability of dialogue popup from state window and the event page.
I probably didn't do this as efficiently as it could have been done. Will keep messing with it.
Here are screenshots of how I have my troops, common events, skills, and states set up in databases.

Made a state that doesn't effect battle directly and lasts 1 turn at most.

Attack applies invisible state and calls common event.

Common event sets variable for troop event page.

Troop event page has dialogue stored in conditional branches and disables variable and state after running. Set to Span: Moment so the dialogue shows up immediately after effect is applied.
Using this method, can have custom actor reactions to being struck by each type of enemy. Different dialogue boxes for different enemies.
Can also control probability of dialogue popup from state window and the event page.
I probably didn't do this as efficiently as it could have been done. Will keep messing with it.
Downloads / Referenced Files
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- Local mirror: 10720-3c88a94a70921f54598459e83f6f6ada.png
SHA-256:1f2a9dfcb01dd7ded62087b2260b5bec410fedf8bd53c7f2f84e87ed337b87ea
Original attachment URL: https://forums.rpgmakerweb.com/attachments/state-png.20616/ - Local mirror: 10719-d5c7b63b9eb4bf2e9338be26fc17820d.png
SHA-256:1592aaf798df7d7694a1795b37f6d550b339d1f6b3f2f21b725de32e9696b9ca
Original attachment URL: https://forums.rpgmakerweb.com/attachments/skills-png.20615/ - Local mirror: 10718-4fb4ea8786c92503ec6de2dfb4446d6c.png
SHA-256:241db0c25f2fa0988c9fe12470fd98454c612b96caa69e40c9c01e9b7e96c6d1
Original attachment URL: https://forums.rpgmakerweb.com/attachments/common-png.20614/ - Local mirror: 10721-4fe14d45f0dadac3f76b39cfc9664b39.png
SHA-256:f6ef9792b54d31d3701ae25e18581527df062ffae93f2d7f60034a6af90bdfc7
Original attachment URL: https://forums.rpgmakerweb.com/attachments/troops-png.20617/ - Local mirror: 10723-2954f35ff9dc22d3c6a487e9a58b6110.png
SHA-256:57cc47993a576aeb7638b26dbd8841c0ac41192672c941e0d7bd1cfea0c66c51
Original attachment URL: https://forums.rpgmakerweb.com/attachments/event-page-prt1-png.20619/ - Local mirror: 10722-69c02c052c1f109f184ab340d6345ca6.png
SHA-256:625da0d0e27d9f445ea2465aa863c7ab81423b7a5fca27ba6c1ec86c2c3db2ca
Original attachment URL: https://forums.rpgmakerweb.com/attachments/event-page-prt-2-png.20618/
Referenced Images / Attachments
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