"Message" CommandThis command is usually used for character speech, but can be used for other things such as telling the player that he or she obtained items when he/she opens up a chest. The Message command has special codes in it which allow you to perform special functions, how to do it and their functions follow.
\n[x]- Displays a hero name equivalent to the ID number.
\v[x] - Displays a variable value equivalent to the ID number.
\c[x] - Changes the text to the color equivalent to the ID number.
\g - Displays the amount of gold you have in the top-right window.
I’m sure you notice that the first three codes have the x sign, this of course means that a number goes in place of it. The number for hero name and variable value is it’s ID Number. If you go into the database (The button to the right of the ¼ Scale button)you should see on a hero tab. If you haven’t edited the heroes in the tab yet, there should be a highlighted line saying “001: Arshes” The “001” part is his ID number, take note that you can omit the zeros. The same thing goes for variables, it should have an ID number next to it, but we’ll explain variables in the later chapters.
So as an example let’s say I typed this in a message box:
\n[1]:
Hi, my name is \n[1]!
It would show up as:
Arshes:
Hi, my name is Arshes!
Colors are a little different command wise, the default colors are as follows:
0 - White
1 - Blue
2 - Red
3 - Green
4 - Teal
5 - Purple
6 - Yellow
7 - Grey
So if you replaced the x with 1 the text following it would appear blue. Don’t forget that if you just want a word a certain color, that you half to change it’s color back.
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"Show Choices" CommandThis command allows user input by text. Before we start, I want you to know that normal message box will only allow 4 lines. Think about this if you'd like the message and it's options to be in the same text. For example:
If I had two sentences and two choices:
Arshes:
Look here is some candy, what should I do with it?
-Eat it
-I'm not hungry
However, if I had three possible choices it would make another message box like so:
Arshes:
Look here is some candy, what should I do with it?
-Eat it
-I'm not hungry
-Throw it at the homeless man
If you've already tried typing a normal message, you might've noticed that it'll stop you after three lines. However, you are more than capable of adding an extra line by simply adjusting the bottom part of the window that you type your text in.
Now basically by using this command you can cause the conversation to move in different paths. I'll use the example above to show you what it looks like in Rpg Maker..
<>Message: Arshes:
: : Look here is some candy, what should I do with it?
<>Show Choices: Eat it, I'm not hungry
: [Eat it]
<>
: [I'm not hungry]
<>
End
<>
Notice the "<>"? This indicates a empty command line. Let's add a message under "Eat it":
<>Message: Arshes:
: : Look here is some candy, what should I do with it?
<>Show Choices: Eat it, I'm not hungry
: [Eat it]
<>Message: Yummy!
<>
: [I'm not hungry]
<>
End
<>
Now if you choose the choice "Eat it" another message box will appear and say "Yummy!". Now after the commands under "Eat it" is complete, the event skips over "I'm not hungry" and reads what's after End. This is vital to remember.
Ok, almost done with this command. If you notice when you set up the "Show Choices" command there is blue text to the right that says "Cancel Handler" this means that if you press the Cancel Key (X and Esc) the game will automatically select this option.
Disallow - The disables the use of the Cancel Key.
Choice 1 - Selects option 1.
Choice 2 - Selects option 2.
Choice 3 - Selects option 3.
Choice 4 - Selects option 4.
Custom Handler - Executes a different option.
I'll give you an example of the Custom Handler.
<>Message: Arshes:
: : Look here is some candy, what should I do with it?
<>Show Choices: Eat it, I'm not hungry
: [Eat it]
<>Message: Yummy!
<>
: [I'm not hungry]
<>
: [Cancel Handler]
<>Message: Hey look! It's a babe with cotton candy!
<>
End
<>
If you press the cancel key a message box would appear and say "Hey look! It's a babe with cotton candy!"
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"Input Number" CommandAllows the player to input numerical values that's stored in a variable. The second part with this goes with conditional branchs or you can display it in a message box with the "\v" command. Inputting a number takes up one line in a message box and you can only input number up to eight digits long.
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"Message Display Options" CommandVery useful for adding a type of style for message commands, the options to edit a message box position follows:
Top
Middle
Bottom
The options to affect the the visibility of the message box follows:
Show
Don't Show
It's very basic and self explanatory, if you want something similer to FFX when Tidus narrates set the options to "Bottom" and "Don't Show. This concludes chapter 1.