The Message commands allows you to input dialogue-related events to Scenes.

 

Message Box Visibility

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.

 

Message Visibility

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.

Message Fading

This command affects how fast messages are erased. This doesn't work if Auto Erase in [Message Settings] is turned off.

 

Message Settings

This command changes the default options of the Message Box display.

 

Show Message

This command displays text in Adventure (ADV) game style. If the arrow () is down, you can view and input the text to display.

 

Add Choice

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.

 

Show Choices

This command displays all the choices you set.

 

.Show NVL Message

This command displays text in Novel (NVL) game style. If the arrow () is down, you can view and input the text to display.

 

Close NVL Page

Closes the NVL Message display.

 

Clear Message

This command clears all messaged displayed. This affects both ADV and NVL mode.

 

Input Number

Displays a window for entering a value. It then assigns the value that the player entered to a variable.

 

Input Text

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.

 

Create Message Area

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.

 

See [Set Message Target] to check how to display messages in the message area.

 

Set Message Area

Changes the position and size of a message area.

 

Set Message Target

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.

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Erase Message Area

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.

 

Choice Timer

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.

 

Backlog Visibility

This command calls and affects the log window.

 

Message Box Defaults

This command changes how the default movement of the Message Box works

 

Text Codes

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.