Message
The Message commands allows you to input dialogue-related events to Scenes.
The Message box is where all dialogue from a message box is displayed. However, the message box is independent from the message text. So even if the message box is hidden, the message text will be still visible. Use [Message Visibility] command to show/hide the actual message text.
ID - The ID of the message box UI object to show. By default this is "messageBox" unless you define additional message boxes in Layouts > Layout_Game in Script Editor.
Visible - Changes the visibility of the message box. If yes, it will be visible. If no, it will be hidden.
Duration - The duration of the message box visibility in milliseconds.
Continue will make the scene immediately continue.
Wait will make the scene wait until the message box visibility animation is done.
Effects - These options affect how the Message Box will appear.
Easing sets the tween movement of the message box. More information can be seen in Easing Effects page.
Animation sets the movement of the message box.
Movement is the origin point of the message box where it will appear from Left/Top/Right/Bottom.
Blending allows you to fade in/fade out the message box. This has no effect for the default implementation of the message box.
Masking allows you to mask the message box to a Masks file. This has no effect for the default implementation of the message box.
Vague the smoothness of the mask edges.
Controls visibility of the actual message/dialogue. However, the message text independent from the message box. So even if the message text is hidden, the message box will be still visible. Use [Message Box Visibility] command to show/hide the message box.
Visible - Changes the visibility of the message text. If yes, it will be visible. If no, it will be hidden.
Duration - The duration of the message text visibility in milliseconds.
Continue will make the scene immediately continue.
Wait will make the scene wait until the message text visibility animation is done.
Effects - These options affect how the Message Text will appear.
Easing sets the tween movement of the message text. More information can be seen in Easing Effects page.
Animation sets the movement of the message text.
Movement is the origin point of the message text where it will appear from Left/Top/Right/Bottom.
Blending allows you to fade in/fade out the message text.
Masking allows you to mask the message text to a Masks file.
Vague the smoothness of the mask edges.
This command affects how fast messages are erased. This doesn't work if Auto Erase in [Message Settings] is turned off.
Duration - The speed of the message end in milliseconds.
Effects - These options affect how the Message will fade out.
Easing sets the tween movement of the message box. More information can be seen in Easing Effects page.
Animation sets the movement of the message box.
Movement is the origin point of the message box where it will appear from Left/Top/Right/Bottom.
Blending allows you to fade in/fade out the message box.
Masking allows you to mask the message box to a Masks file.
Vague the smoothness of the mask edges.
This command changes the default options of the Message Box display.
Auto Erase - By default, it is turned
ON. If it is turned off, the text from the previous message box will
not be cleared out. But you can use [Clear Message] command to clear
the current message text manually.
Wait at End - By default it is ON.
It waits for user input before displaying the next set of messages.
If it's turned off, will ignore input and display the next set.
Backlog - Indicates if messages are added to the backlog.
Font - Change the font displayed. The font must be in .WOFF format or a system-installed font.
Size - The size of the font.
Style - Sets the message text style.
Color - The color of the text.
Bold - Makes the text bolder.
Italic - Makes the text oblique.
Small Caps - Makes lower-case letters appear as small upper-case/capitalized letters.
Underline - Draws a horizontal line under the text to make it look underlined.
Strikethrough - Draws a horizontal centered line over the text to make it look strike-through.
Line Height - The minimum height of a single message text line in pixels. You can specify 0 to use the automatically calculated height of the text.
Line Spacing - The spacing between message text lines in pixels.
Line Padding - The left and right padding of a single message text line in pixels.
Outline - Add an outline to the message text.
Outline - Add an outline to the font. Set Yes for an outline, and No to leave it turned off.
Color - Controls the outline
color. Use the Red, Green, and Blue slider bars (0 to 255) to
specify the color to flash.
You can check the color you specified in the preview area on the
top side of the dialog box. Use Power to specify the color's opacity
(0 to 255).Setting Power to "0" makes the color completely
transparent, rendering it invisible on screen.
Size - The thickness of the outline in pixels.
Shadow - Add a shadow to the message text.
Shadow - Set Yes to turn shadows on, No to leave it turned off.
Color
- Controls the shadow color.
Use the Red, Green, and Blue slider bars (0 to 255) to specify
the color to flash.
You can check the color you specified in the preview area on
the top side of the dialog box. Use Power to specify the color's
opacity (0 to 255).
Setting Power to "0" makes the color completely transparent,
rendering it invisible on screen.
Offset-X - The horizontal offset of the shadow in pixels. The higher the value, the more the shadow is moved to the right.
Offset-Y - The vertical offset of the shadow in pixels. The higher the value, the more the shadow is moved to the bottom.
This command displays text in Adventure (ADV) game style. If the arrow () is down, you can view and input the text to display.
Character - The character you want to be speaking in the scene.
Voice - The voice file to be played for the message.
Partial - If enabled, it will allow other Scene commands to be activated while the message is being displayed.
Expression Change - The character's expression for the message.
Duration - The speed of the message display in milliseconds.
This command adds a choice option to the scene.
All added choices are not displayed on screen until [Show Choices] command is called. So it can be combined with the [Condition] command to create a dynamic choice selection.
Description - The content of the choice.
On Select - Defined what should happen if the choice is selected/clicked by the user.
Jump To - When selected, go to the Label that is specified.
Call Common Event - When selected, call the specified common event.
Bind To - When selected, sets the specified switch to ON.
Call Scene - When selected, calls the specified (sub)-scene. See [Call Scene] command.
Position - The position of the choice.
Auto is the default option for choice position. It is always displayed centered and from top to bottom.
Direct allows the user to position it freely in the screen.
Default - If [Choice Timer] is active or the game is in skip-mode, the choice that will be selected is the one with this command enabled.
Enabled - Indicates if the choice is enabled. A disabled choice is still displayed but cannot be selected by the user.
This command displays all the choices you set.
This command displays text in Novel (NVL) game style. If the arrow () is down, you can view and input the text to display.
Character - The character you want to be speaking in the scene.
Voice - The voice file to be played for the message.
Closes the NVL Message display.
This command clears all messaged displayed. This affects both ADV and NVL mode.
Displays a window for entering a value. It then assigns the value that the player entered to a variable.
Digits - The amount of digits to be displayed and/or inputted by the player. The maximum is 8 digits.
Store in Variable - Stores the player defined input to a number variable.
Displays a window for entering a value. It then assigns the value that the player entered to a variable. You can change the available letters in Database > System > Text-Input Letter-Set.
Letters - The amount of letters to be displayed and/or inputted by the player. The maximum is 12 letters.
Store in Variable - Stores the player defined input to a text variable.
Creates additional area(s) where messages can be displayed. If more than one message box is needed to be displayed at the same time, this command can be used to do so. Such examples are comic book bubbles.
Number - The message area's index (ID). This allows you to determine which area to manipulate.
Position - The message area's position & size on screen.
Template - The UI template used for this area. The default is ui.CustomGameMessage which can be found in Layouts/Templates/Template_MessageBox in Script Editor.
See [Set Message Target] to check how to display messages in the message area.
Changes the position and size of a message area.
Number- The message area's index (ID). This allows you to determine which area to manipulate.
Position - The message area's position & size on screen.
This allows you to set the target area for the message commands (ex. Show Message) that follow it.
You can display the contents through an area made with [Create Message Area] command or a layout-based message area that can be found in the In-Game UI System.
Type - The target type.
Area - Display the text in an area made with the [Create Message Area] command.
Number - The message area's index (ID) that you want to manipulate.
Layout-Based - A message area configured through the In-Game UI System.
ID - The ID of an ui.Message object configured through the In Game UI System.
Clear- Indicates if the new target message area should be cleared.
Erase a message area. After that the message area can no longer be used an all message commands pointing to that area are automatically forwarded to the default message area.
Number- The index (ID) of the message area you want to erase.
Put a time limit on player choices. The choice with the Default as yes will be automatically picked if the player runs out of time.
Min means minutes.
Sec means seconds.
This command calls and affects the log window.
Visible - If enabled, it will display the Log Window.
Background Visible - If disabled, it will hide the Log Window background image. So you can use a custom background image.
This command changes how the default movement of the Message Box works
Appear Duration is the duration of the join-animation in milliseconds.
Disappear Duration is the duration of the exit-animation in milliseconds.
Appear Effects
Appear Effects - Easing is the easing settings used for the show-animation.
Appear Effects - Animation is the animation settings for the show-animation.
Disappear Effects
Disappear Effects - Easing is the easing settings used for the hide-animation.
Disappear Effects - Animation is the animation settings for the hide-animation.
Easing sets the tween movement of the message box. More information can be seen in Easing Effects page.
Animation sets the movement of the message box.
Movement is the origin point of the message box where it will appear from Left/Top/Right/Bottom.
Blending allows you to fade in/fade out the message box.
Masking allows you to mask the message box to a Masks file.
Vague the smoothness of the mask edges.
Text codes are message commands that applies a function during the message text processing like changing the style of the text or showing the content of a variable in the message.
Text Code |
Function |
{N:index} |
Displays the Character Name. |
{C:index} |
Displays the text based on the Color code specified. |
{SP:index} |
Plays a Sound effect during message. |
{SZ:size} |
Changes text size. |
{Y:I} |
Applies Italic style to text. |
{Y:B} |
Applies Bold style to text. |
{Y:C} |
Applies small-caps to text. |
{Y:U} |
Applies underline style to text |
{Y:S} |
Applies strike-through style to text |
{Y:N} |
Erase all styles applied in the message. |
{GN:index} |
Displays the value of Global Number Variable. |
{GT:index} |
Displays the value of Global Text Variable. |
{GS:index} |
Displays the value of Global Switch. |
{GL:index,elm} |
Displays the value of Global List.
For example, {GL:1,0} <- Global List Variable 1, Element at Index 0. |
{LN:index} |
Displays the value of Local Number Variable. |
{LT:index} |
Displays the value of Local Text Variable. |
{LS:index} |
Displays the value of Local Switch. |
{LL:index,elm} |
Displays the value of Local List.
For example, {LL:1,0} <- Local List Variable 1, Element at Index 0. |
{PN:index} |
Displays the value of Persistent Number Variable. |
{PT:index} |
Displays the value of Persistent Text Variable. |
{PS:index} |
Displays the value of Persistent Switch. |
{PL:index,elm} |
Displays the value of Persistent List.
For example, {PL:1,0} <- Persistent List Variable 1, Element at Index 0. |
{S:speed} |
Adjust the message speed based on the value set. By default,
you can put the following values:
0 - Slowest 1 - Slow 2 - Normal 3 - Fast 4 - Fastest 5 - Instant |
{W:ms} |
Wait for a few milliseconds before the rest of the message continues. |
{WE:Y} |
Wait at End YES. |
{WE:N} |
Wait at End NO. |
{W:A} |
Wait for input like a key or button press. |
{DI:Y/N} |
Displays a text immediately. Y = Draw Immediately, N = Stop Draw Immediately. |
{A:index} |
Display an animation inside the message box. |
{LK:index} |
Displays the text as a clickable link and calls the common event at the specified index. |
{LK:E} |
Ends clickable link formatting. |
{E:index} |
Change the expression of the character based on the Show Message's set character. |
{M:name} |
Executes the user defined command in Text Macro. |
{RT:rb/rt/id} |
Displays a ruby-text.
The "rb" value is the ruby-base text. The "rt" is the ruby-text placed above the ruby-base text. The "id" is optional and specifies the index of the style to use for the ruby-text. By default, the style "rubyText" defined in script "Style_Default" is used. If the id is set to a value, that value is added as a suffix to the style-name like "rubyText-2" if the id is 2. |
{SLK:index,id} |
Displays the text as a styleable clickable link and calls the
common event at the specified index. Unlink LK, it allows you
to apply a custom style to the link defined in a script.
The id is optional and specifies the index of the style to use. By default, the style "hyperlink" defined in script "Style_Default" is used. If the id is set to a value, that value is added as suffix to the style-name like "hyperlink-2" if the id is 2. However, a styleable link costs more performance than a regular link. Also, it is not possible to add any other style text-codes to a styleable link since the style comes from a style-definition in script. |
{SLK:E} |
Ends styleable link formatting. |