Skip to main content

Dialogue

MahiruAbout 2 min

Dialogue

Note

Colons and semicolons in each dialogue should be English characters!

The way to write character dialogue is very simple, and it is almost the same as natural language.

Info

When the font is medium and large, the text box displays 2 lines, and when the font is small, it displays 3 lines.

Basic Character Dialogue

First, open start.txt in the scene folder of the game resource directory using Notepad or a text editor such as VS Code or sublime, and then you can start writing your first dialogue.

The way to write character dialogue is very simple, you just need to enter Character: dialogue;

Example:

Yukino Yukinoshita: Please have some tea;
Yui Yuigahama: Ah, thank you;
Komachi: Thank you, Sister Yukino!;
Iroha Isshiki: Thank you, senior. ;

After each dialogue/script, use a semicolon as the end. (Sometimes it works if you don't write a semicolon, but the author still recommends adding a semicolon to prevent bugs).

Continuous Dialogue

If your multiple dialogues do not change the character name, you can use continuous dialogue, and you can omit the character name, and use it when you need it:

Yukino Yukinoshita: You're here early;
; // At this time, the character name of the dialogue is still "Yukino Yukinoshita"
Sorry, have you been waiting long?;
Hachiman Hikigaya: Just arrived;

Narration

If you want to create a monologue dialogue without a character name, leave a blank space before the colon (but do not omit the colon):

:This is a monologue;

Blackout Text

In many games, some text is displayed on a black screen, which is used to introduce the theme or express the character's mental activities. You can use the intro command to perform a monologue:

intro: Memories don't need a suitable script, | Anyway, once you say it, | It all becomes a joke. ;

The monologue is split by the separator (|), that is, each | represents a line break. In the actual performance, the above text will become:

Memories don't need a suitable script,
Anyway, once you say it,
It all becomes a joke.

If you want to keep the monologue UI after the monologue ends instead of continuing the game flow, use the -hold parameter.

intro:Recalling doesn't need a suitable script,|anyway, once it's spoken,|it all becomes a joke. -hold;

Get User Input

Use the getUserInput instruction to get user input and write it into a variable, for example:

getUserInput:name -title=What is your name -buttonText=OK; Write user input to variable name

Among them, the title parameter is the text of the prompt, and buttonText is the text of the confirmation button

Variable Interpolation

You can use the {} syntax in a statement to perform variable interpolation and pass a variable into the statement, for example:

WebGAL: Nice to meet you, {name}!

Variable interpolation also applies to character names, for example:

{name}: I like WebGAL the most too!;

Ruby

Adding ruby to dialogue text is a very common performance effect in Japanese games. Because there are often some words in Japanese that are inconsistent in writing and pronunciation.

The grammar of Ruby is [Word to be annotated](annotation)

Example:

『[笑顔](えがお)』なんて、『[笑う](わらう)』なんて、[誰](だれ)でも[出来](でき)るもん…!

Close the Text Box

Sometimes, for some special performance effects, you may want to temporarily close the text box, so you can use the following instructions to close the text box:

setTextbox:hide; // Close the text box

When the value of the setTextbox instruction is hide, the text box will be closed and the user will not be able to open it in any way. If you want to display the text box again, call this command again and enter any value other than hide.

setTextbox:on; // Can be any value other than hide.

End the Game and Return to Title

If you want to end the game and return to the title after the plot, please use:

end;

In this way, the game can return to the title interface.

Cinematic Mode (Test Feature)

Use filmMode:enable; to enable cinematic mode.
Use filmMode:none; to disable cinematic mode.