Everything You Ever Wanted to Know About Text Boxes, But Were Afraid To Ask

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The reason this article has been marked is: definitely needs to mention the new textbox chaining tool, and needs screen-shots

Textboxes are just that - boxes of text that appear on the screen to tell the user something, display dialog between characters, etc. For more information on creating textboxes, see Textbox editor. These textboxes can be used for, creating a story, credits, casual talk between NPCs, and displaying information.

  1. Portrait Boxes

Chaining Text Boxes[edit]

Chaining textboxes is very important. It lets you connect boxes together, for example, people talking back and forth. Remember, if you want the player to know who is talking, then make sure you add their name at the beginning of a text box.

(Lets pretend this text box will activate when you use an NPC, who is a human. Just make this 
box like you normally would)

NPC: I like butter. Text Box 1

(You could leave it at that, but lets say you want the hero to respond to it, so create 
another text box, and type the response.)

Hero: Well, I don't really care. So go away. Text Box 2

(This isn't a very nice hero, so if you want the NPC to respond to the hero, make yet another 
text box.)

NPC: You are about the meanest person I have ever met. Text Box 3

(Now that you have all your text, simply chain them together. Go to the first text box, and 
under NEXT: put in the next text box's number. Then go to the net text box, and put in the 
third text box's number.)

Voila! Now when you talk to this NPC on the field, you will see the entire conversation.

Chaining is also used when you try to fit too much text in a text box. Just make the first text box, type in what you want it to display (try not to end the box in mid-sentance, it will make it seem messy) when it is full, create another textbox with the rest of the info. Then chain them together.

Chaining is also useful in plotscripts. If you wanted a conversation in a plotscript, you'd have to add a whole lota, "show text box" and "wait for text box." But if you want to skip all those commands, you can just make the whole conversation, then chain them. So in the plotscript, you only have to put the first "show text box" command, and only one "wait for text box" command.

(Screenshots Needed)

Things Text Boxes Can Do[edit]

Covering getting items, adding heroes, triggering scripts, going to shops. Text boxes can do many things. There might be more.

Making Choices[edit]

If you want to make text choices, you first make a tag. Name it "text choice". Go to "edit choices" in the text box editor. Make your choices. Go to the conditionals and make the first one "If tag #(text choice)=ON" and chain it to the box if you say yes. . On the next one, you make it so it says (on the conditionals) "If tag # (text choice)=OFF" and chain it to the text box that will come up when you say no.

Variable Text[edit]

There are some special codes that you can put in yuor text boxes which will be converted into hero names or special numbers.

${C0} = Leader's name
${C#} = Hero name at caterpillar slot #
${P#} = Hero name at party slot #
${H#} = Name of hero ID #
${V#} = Global plotscript variable ID #
${S#} = Insert String variable with ID #

Screenshot A.jpg Screenshot B.jpg Screenshot C.jpg