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biud436 edited this page Mar 31, 2020 · 7 revisions

Introduction

This plugin allows you to use text codes in English, Korean, Chinese, Japanese.

To send me general feedback, simply send an e-mail to biud436@gmail.com and mention the plugin name via the subject of your message.

But, This plugin also provide the text codes in English instead of Korean. To use the text codes in English, You must set with 'en' in the plugin parameter named 'Language Code'

English Text Codes :

  \COLOR[html_color_name]
  \TEXT_SPEED[value]
  \OUTLINE_COLOR[color_name]
  \OUTLINE_WIDTH[value]
  \INDENT[value]
  \BOLD!
  \ITALIC!
  \NAME<event_name>
  \GRADIENT<text>
  \PARTY_MEMBER[nth]
  \PLAYER[nth]
  \VAR[nth]
  \ICON[nth]
  \INCREASE!
  \DECREASE!
  \GOLD
  \BALLOON[event_id]
  \BALLOON[0]
  \BALLOON[-1]
  \ALIGN[1]
  \ALIGN[2]
  \NUM[number]
  \TEXT_SIZE[number]
  \TAB!
  \CR!
  \PLAY_SE<se_name>
  \SHOW_PICTURE<nth, picture_name, origin_number, x, y>
  \HIDE_PICTURE[nth]
  \ITEM[nth]
  \WEAPON[nth]
  \ARMOR[nth]
  \CLASSES[nth]
  \ENEMY[nth]
  \STATE[nth]
  \SKILL[nth]
  \FACE<face_name,face_index>
  \FRIENDLY_TROOPS[nth]
  \ENEMY_TROOPS[nth]
  <B></B>
  <I></I>
  <LEFT></LEFT>
  <CENTER></CENTER>
  <RIGHT></RIGHT>
  \HC[color_name]
  \FD[face_position]

Opening the name window

The name window is executed once before all the text codes start. and automatically transforms the name window to fit the width of the text area.

To open the name window, do as follows. You put the name text between Less-than sign and Greater-than sign.

\NAME<text>

You can add a certain command by attaching a colon(:) at the end of the name text. To change the position of the name window, as follows.

\NAME<text:left>
\NAME<text:right>
\NAME<text:center>

To change the opacity of the name window, as follows.

\NAME<text:opacity0>
\NAME<text:defaultOpacity>

To set the name window above the speech balloon, as follows

\BALLOON[0]\NAME<eric>\COLOR[red]hello?

To change the text color in the name window, as follows

\NAME<\COLOR[red]eric>

Opening the speech balloon window

The speech balloon window is executed once before all the text codes start. and transforms the message window to fit with a target sprite and changes the position of it, too.

To create a new speech balloon window and indicate, do as follows.

You put the index between square brackets. if the index sets to 0, it'll set to a current event. if the index sets to -1, it'll set to a player.

\BALLOON[event_id]
\BALLOON[0] // current event
\BALLOON[-1] // player

In the battle, To indicate the window in above the battler, do as follows. it can obtain the nth battler of the party members and indicate the message window.

\FRIENDLY_TROOPS[nth]
\FRIENDLY_TROOPS[1] is the same as \BALLOON[1] and it can obtain the second FRIENDLY battler.
\FRIENDLY_TROOPS[2] is the same as \BALLOON[2]

This can obtain the nth battler of the enemy troops and indicate the message window.

\ENEMY_TROOPS[nth]
\ENEMY_TROOPS[1] is the same as \BALLOON[-1]
\ENEMY_TROOPS[2] is the same as \BALLOON[-2]

Note that it will appear as the normal message window if the battler is in a dead state or does not exist.

\BALLOON[1] // party member 1
\BALLOON[2] // party member 2
\BALLOON[3] // party member 3
\BALLOON[4] // party member 4
\BALLOON[5] // if the party member 5 is not existed, the target sets as party member 4.
\BALLOON[-1] // enemy 1
\BALLOON[-2] // enemy 2

In the battle, it must put a negative or positive numbers between square brackets. if you put to 0, it indicates as the normal message window.

\BALLOON[0] // normal message window

Changing the text speed.

This text code is applied once in the one page so in the other page has been invalid.

To change the text speed in the message window, as follows.

\TEXT_SPEED[frame]

You put the speed value between square brackets. if the value is to 0, The text will be drawn without delay. if the value is to 1, The text will be drawn every 1 frame.

Note that it will be reset with initial value when starting the next page.

Making the bold and the italic text.

To change the font setting, it is possible to do bold and italic settings by using a html tag such as <B></B><I></I>

For Example, you could use the following things.

\BALLOON[0]\NAME<Wanderers>Hello. <B>Eric.</B> <I>Welcome to the game.</I>

Indenting the text

To indent the text in the current page, as follows. you can put the number for indent between square brackets.

\INDENT[value]

For instance, you are possible to use as follows.

\indent[10]Leaves change their color in the fall

Notice that the indent settings resets with initial value in the next page starts up.

A Text Alingment

You can use a html tag such as <CENTER>, <LEFT>, <RIGHT> in the message window. For instance, You can use as follows.

<CENTER>The god appeared in the from of a fairy</CENTER>
<RIGHT>The robbers hid in the bushes and fell on me from four sides.</RIGHT>

Setting the standing CG.

This plugin allows you to show up the large face image on the message window.

To set the large face image that means the standing CG, You must place Big_*.png that starts with prefix called Big_ from the img/faces folder on your root project folder.

so it will be going to create using img/faces/Big_*.png

and then you select the face index that can set the position of it.

The face image has an index, as follows:

 0 1 2 3
 4 5 6 7

For instance, if the face index is to 0, the face image will show up on the left of message window. if the face index is to 1 or more, the face image will show up on the right of message window.

To change a standing CG after the message window starts up, you can use this text code.

\FACE<face_name,face_index>

You put the face name and face index between Less-than sign and Greater-than sign, as follows

\FACE<Big_ScaredActor,0>

But, this text code should be used for a special purpose. You should preload the face image because loading image is the asynchronous. Otherwise, You will not be going to show anything.

Changing the position of face image.

To change the face image to the right side of message window, as follows.

You can use the text code called \FD[2] or use the plugin command called Message facePos 2

To show up the face image again to the left side on the message window, You can use the text code called \FD[0] or use the plugin command called Message facePos 0

Dealing with colors

You can various color code such as web hex code or built-in color. it can use them everywhere that can use text codes.

\COLOR[c_red]
\COLOR[c_silver]
\COLOR[c_normal]
\COLOR[#ffffff]
\COLOR[aqua]
\COLOR[rgb(255, 0, 0)]
\OUTLINE_COLOR[color_name]
\HC[color_name]

To change the background color of your text area, do as follows.

\HC[color_name] 

To use web colors, you must pass hex format like as #RRGGBB. For example, the lime color is to \COLOR[#00FF00] or \COLOR[lime]

Plugin Commands

Changes the text speed. The n is the delay frame of each character:

 Message textSpeed [n]
 Message fontSize [n]

Changes the offset position of the message window. the n is the number value:

 Message offsetX [n]
 Message offsetY [n]
 Message minFontSize [n]
 Message maxFontSize [n]

Changes the number of lines in which it appears on the message window. Notice that the number of lines must restore as default value after changing lines:

 Message line [n]
 Message textStartX [n]

Changes the offset or the padding of the name window in which it appears above the message window.

 Message name x [n]
 Message name y [n]
 Message name padding [n]

Changes the windowskin in which it appears on the name window. Notice that you need to preload the window skin before starting the name window. if not, it can fail to correctly get the text color table inside the window skin.

 Message name windowskin [...]

Changes the offset of the large face image in which it appears on the screen.

 Message faceOX [n]
 Message faceOY [n]

Changes the large face image's z-index in which it appears on the message window. if the z-index is to 0, the face image will show up in front of the message window. if it is to -1, the face image will show up behind the background image of the message window.

 Message faceZ -1
 Message faceZ [n]

Changes the position of the normal face image in which it appears on the message window. By default, the face image will be located at the left side of the message window. if you use this plugin command, you can change the position of the face image. if the value is to 2, it will be located at the right side of the message window. if the value is t0 0, it will be located at the left side of the message window.

 Message facePos [n]

Changes the size of the tab, which adds a space when you are used the text code called '\TAB!'

 Message setTabSize [n]
 Message backgroundOpacity [n]
 Message contentsOpacity [n]

Changes the windowskin in which it appears on the message window. Notice that you need to preload the window skin before starting the message window. if not, it can fail to correctly get the text color table inside the window skin.

 Message windowskin [...]

Changes the word wrap settings. if true, it will be going to remove a custom line break in all of lines and it fills the texts finely.

 Message minifier true
 Message minifier false

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