Category:Text Codes (MZ)

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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.


ShowTextWindowMZ.png

Text Codes are used in the Show Text event command. They are used to display things that text normally can't produce on its own, such as colors, get the name of a specific actor, change icons, and more.

RPG Maker MZ already comes with text codes of its own:

\V[n] Will be replaced with the value of the nth variable.
\N[n] Will be replaced with the name of the nth actor.
\P[n] Will be replaced by the name of the nth (arranged order) party member.
\G Will be replaced by the currency unit.
\C[n] Draw the subsequent text in the nth color. Text color conforms to the contents of the [Window.png] system image.
\I[n] Draws the nth icon.
\FS[n] Changes the text font size to 'n'.
\{ Increases the text by 1 step.
\} Decreases the text by 1 step.
\\ Replaced with the backslash character.
\$ Open the gold window.
\. Wait for 1/4 second.
\| Wait for 1 second.
\! Wait for button input.
\> Display remaining text on same line all at once.
\< Cancel the effect that displays text all at once.
\^ Do not wait for input after displaying the next.

Here is a list of Text Codes that you may use.

Message Core VisuStella MZ

The following are text codes that you may use with this plugin. Some of these are original text codes provided by RPG Maker MZ, while others are new text codes added through this plugin. You may even add your own text codes through the plugin parameters.

RPG Maker MZ Text Codes

The following are text codes that come with RPG Maker MZ. These text codes cannot be edited through the Plugin Parameters.

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------------------   -------------------------------------------------------
Text Code            Effect (Global)
------------------   -------------------------------------------------------
\V[x]                Replaced by the value of variable 'x'.
\N[x]                Replaced by the name of actor 'x'.
\P[x]                Replaced by the name of party member 'x'.
\C[x]                Draw the subsequent text with window skin color 'x'.
\I[x]                Draw icon 'x'.

\PX[x]               Moves text x position to 'x'.
\PY[x]               Moves text y position to 'y'.

\G                   Replaced by the currency unit.

\{                   Increase the text font size by one step.
\}                   Decrease the text font size by one step.
\FS[x]               Changes the text font size to 'x'.

\\                   Replaced by the backslash character.

---

------------------   -------------------------------------------------------
Text Code            Effect (Message Window Only)
------------------   -------------------------------------------------------
\$                   Opens the gold window.
\.                   Waits a 1/4 second.
\|                   Waits a full second.
\!                   Waits for button input.
\>                   Display remaining text on same line all at once.
\<                   Cancel the effect that displays text all at once.
\^                   Do not wait for input after displaying text to move on.

---

Message Core Hard-Coded Text Codes

MessageCoreAlignment.png

The following text codes are hard-coded into VisuStella MZ Message Core's code. These text codes cannot be edited through the Plugin Parameters.

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------------------   -------------------------------------------------------
Text Code            Effect (Global)
------------------   -------------------------------------------------------
<b>                  Makes subsequent text bold.
</b>                 Removes bold from subsequent text.
<i>                  Makes subsequent text italic.
</i>                 Removes italic from subsequent text.

<left>               Makes subsequent text left-aligned. *Note1*
</left>              Removes left-alignment for subsequent text.
<center>             Makes subsequent text center-aligned. *Note1*
</center>            Removes center-alignment for subsequent text.
<right>              Makes subsequent text right-aligned. *Note1*
</right>             Removes right-alignment for subsequent text.

Note1: Use at line-start. Does not work with Word Wrap.

<ColorLock>          Text codes can't change text color for subsequent text.
</ColorLock>         Removes Color Lock property.

<WordWrap>           Enables Word Wrap for this window. *Note2*
</WordWrap>          Disables Word Wrap for this window. *Note2*
<br>                 Adds a line break. Requires Word Wrap enabled.
<line break>         Adds a line break. Requires Word Wrap enabled.

Note2: Some windows cannot use Word Wrap such as the Choice Window.

\picture<x>          Draws picture x (filename) at current text position.
\CenterPicture<x>    Draws picture x (filename) centered at the window.

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MessageCoreAutoSize.png

------------------   -------------------------------------------------------
Text Code            Effect (Message Window Only)
------------------   -------------------------------------------------------
\CommonEvent[x]      Runs common event x when text code is reached.
\Wait[x]             Makes the message wait x frames before continuing.

<Auto>               Resizes message window dimensions to fit text. *Note3*
<Auto Width>         Resizes message window width to fit text. *Note3*
<Auto Height>        Resizes message window height to fit text. *Note3*

<Auto Actor: x>      Resizes message window and positions it over actor x
                     sprite's head. *Note3*
<Auto Party: x>      Resizes message window and positions it over party
                     member x sprite's head. *Note3*
<Auto Player>        Map-Only. Resizes message window and positions it over
                     the player sprite's head. *Note3*
<Auto Event: x>      Map-Only. Resizes message window and positions it over
                     event x sprite's head. *Note3*
<Auto Enemy: x>      Battle-Only. Resizes message window and positions it
                     over enemy x sprite's head. *Note3*

Note3: Upon using these text codes, the message window's settings will be
reset for the upcoming message. These effects do not work with Word Wrap.

---

----------------------------   ---------------------------------------------
Text Code                      Effect (Battle Only)
----------------------------   ---------------------------------------------
<Current Battle Target>        Replaces text code with the current target of
                               an action in battle.
<Current Battle User>          Replaces text code with the currently active
                               user in battle.
<Current Battle Action>        Replaces text code with the current battle
                               action's name with an icon in front.
<Current Battle Action Name>   Replaces text code with the current battle
                               action's name without an icon.

If there is no battle, no target, no user, or no action, then the text code
will just be replaced with no text.

These text codes are NOT recommended to be used inside of Help Descriptions.
They are best used with "Show Text" event commands.

---

-----------------------------  ---------------------------------------------
Text Code                      Effect (Choice Window Only)
-----------------------------  ---------------------------------------------
<Show>                         Choice is always shown.
<Show Switch: x>               Choice shown if switch x is ON.
<Show Switches: x,x,x>         Choice shown if the x switches are all ON.
<Show All Switches: x,x,x>     Choice shown if the x switches are all ON.
<Show Any Switches: x,x,x>     Choice shown if any of x switches are ON.

<Hide>                         Choice is always hidden.
<Hide Switch: x>               Choice hidden if switch x is ON.
<Hide Switches: x,x,x>         Choice hidden if the x switches are all ON.
<Hide All Switches: x,x,x>     Choice hidden if the x switches are all ON.
<Hide Any Switches: x,x,x>     Choice hidden if any of x switches are ON.

<Enable>                       Choice is always enabled.
<Enable Switch: x>             Choice enabled if switch x is ON.
<Enable Switches: x,x,x>       Choice enabled if the x switches are all ON.
<Enable All Switches: x,x,x>   Choice enabled if the x switches are all ON.
<Enable Any Switches: x,x,x>   Choice enabled if any of x switches are ON.

<Disable>                      Choice is always disabled.
<Disable Switch: x>            Choice disabled if switch x is ON.
<Disable Switches: x,x,x>      Choice disabled if the x switches are all ON.
<Disable All Switches: x,x,x>  Choice disabled if the x switches are all ON.
<Disable Any Switches: x,x,x>  Choice disabled if any of x switches are ON.

---

-----------------  ---------------------------------------------------------
Text Code          Effect (Name Window Only)
-----------------  ---------------------------------------------------------
<Left>             Positions the name box window to the left.
<Center>           Positions the name box window to the center.
<Right>            Positions the name box window to the right.
<Position: x>      Replace 'x' with a number from 0 to 10. This positions
                   the name box window on the screen relative to the
                   position of the value 'x' represents.
\NormalBG          Changes background type of window to normal type.
\DimBG             Changes background type of window to dim type.
\TransparentBG     Changes background type of window to transparent type.

---

-------------------------------   ------------------------------------------
Text Code                         Effect (Message Window Only)
-------------------------------   ------------------------------------------

<Position: x, y, width, height>   Forces the message window to exact listed
                                  coordinates and dimensions. Replace each
                                  of the arguments with numbers. *Note*

<Coordinates: x, y>               Forces the message window to the exact
                                  listed coordinates. Replace each of the
                                  arguments with numbers. *Note*

<Dimensions: width, height>       Forces the message window size to the
                                  exact listed dimensions. Replace each of
                                  the arguments with numbers. *Note*

*NOTE* These text codes do not work with Word Wrap.

---

Message Core Customizable Text Codes

MessageCoreLastGained.png

The following text codes can be altered through the Message Core's various Plugin Parameters to adjust replacements and actions.

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------------------   -------------------------------------------------------
Text Code            Effect (Global)
------------------   -------------------------------------------------------
\Class[x]            Draws class x's icon (if have) and name.
\ClassName[x]        Draws class x's name only.

\Skill[x]            Draws skill x's icon (if have) and name.
\SkillName[x]        Draws skill x's name only.

\Item[x]             Draws item x's icon (if have) and name.
\ItemName[x]         Draws item x's name only.
\ItemQuantity[x]     Inserts the number of item x's owned by the party.

\Weapon[x]           Draws weapon x's icon (if have) and name.
\WeaponName[x]       Draws weapon x's name only.
\WeaponQuantity[x]   Inserts the number of weapon x's owned by the party.

\Armor[x]            Draws armor x's icon (if have) and name.
\ArmorName[x]        Draws armor x's name only.
\ArmorQuantity[x]    Inserts the number of armor x's owned by the party.

\LastGainObj         Draws the icon + name of the last party-gained object.
\LastGainObjName     Draws the name of the last party-gained object.
\LastGainObjQuantity Inserts the quantity of the last party-gained object.

\State[x]            Draws state x's icon (if have) and name.
\StateName[x]        Draws state x's name only.

\Enemy[x]            Draws enemy x's icon (if have) and name.
\EnemyName[x]        Draws enemy x's name only.

\Troop[x]            Draws troop x's icon (if have) and name.
\TroopName[x]        Draws troop x's name only.

\TroopMember[x]      Draws troop member x's icon (if have) and name. *Note1*
\TroopNameMember[x]  Draws troop member x's name only. *Note1*

Note1: Only works in battle.

\NormalBG            Changes background type of window to normal type.
\DimBG               Changes background type of window to dim type.
\TransparentBG       Changes background type of window to transparent type.

\FontChange<x>       Changes font face to x font name.
\ResetFont           Resets font settings.

\ResetColor          Resets color settings.
\HexColor<x>         Changes text color to x hex color (ie. #123abc).
\OutlineColor[x]     Changes outline color to text color x.
\OutlineHexColor<x>  Changes outline color to x hex color (ie. #123abc).
\OutlineWidth[x]     Changes outline width to x thickness.

\WindowMoveTo<?>     Moves window to exact coordinates. *Note2*
\WindowMoveBy<?>     Moves window by relative values. *Note2*
\WindowReset         Resets window position to original position. *Note2*

Note2: Replace '?' with the following format:
  targetX, targetY, targetWidth, targetHeight, duration, easingType
  Only targetX and targetY are required arguments. These will only alter the
  window dimensions when the text has arrived at that point. They will not
  alter the window preemptively. This is not used as a window positioner.
  Use the <Position: x, y, width, height> text code for that.

---

------------------   -------------------------------------------------------
Text Code            Effect (Message Window Only)
------------------   -------------------------------------------------------
\ActorFace[x]        Inserts actor x's face into the Message Window.
\PartyFace[x]        Inserts party member x's face into the Message Window.
\ChangeFace<x,y>     Changes message face to x filename, y index.
\FaceIndex[x]        Changes message face index to x.

\TextDelay[x]        Sets delay in frames between characters to x frames.

---

As these text codes can be added, removed, and/or altered, their functions may or may not be the same depending on how you've altered them. VisuStella is not responsible for any errors caused by changes made to pre-made text codes nor any new text codes they did not make.

Boost Action VisuStella MZ

The following are text codes that you may use with this plugin.

Boosting-Related Text Codes

BoostAction Ani Full.gif

These text codes are used for Help Window descriptions. When Boosting, the text displayed in the Help Window can change to reflect the amount boosted.

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------------------   -------------------------------------------------------
Text Code            Effect (Help Window Text Only)
------------------   -------------------------------------------------------

\boostDamage[x]      This will apply damage modifiers to number x based on
                     the actor's currently used Boost amount.

\boostTurn[x]        This will apply turn modifiers to number x based on
                     the actor's currently used Boost amount.

\boostRepeat[x]      This will apply repeat hit modifiers to number x based
                     on the actor's currently used Boost amount.

\boostEffect[x]      This will apply Boost Point effect modifiers to number
                     x based on the actor's currently used Boost amount.

\boostAnalyze[x]     This will apply analyze modifiers to number x based on
                     the actor's currently used Boost amount.

---

----------------     -------------------------------------------------------
Text Code            Effect (Help Window Text Only)
----------------     -------------------------------------------------------

\boost[text]         The text inside the brackets won't appear unless at
                     least 1 Boost is used.

\boost0[text]        The text inside the brackets won't appear unless if any
                     Boost is used.

\boost>=x[text]      The text inside the brackets will only appear if at
                     least x Boosts are used.

\boost>x[text]       The text inside the brackets will only appear if more
                     than x Boosts are used.

\boost=x[text]       The text inside the brackets will only appear if
                     exactly x Boosts are used.

\boost<x[text]       The text inside the brackets will only appear if less
                     than x Boosts are used.

\boost<=x[text]      The text inside the brackets will only appear if at
                     most x Boosts are used.

---

Choice Common Events VisuStella MZ

The following are text codes that you may use with this plugin.

Choice-Related Text Codes

ChoiceCommonEvents Example.gif

---

ChoiceCommonEvents Usage.png

-------------------------   ------------------------------------------------
Text Code                   Effect (Show Choice Text Only)
-------------------------   ------------------------------------------------

<Choice Common Event: id>   Makes the Common Event 'id' run when the choice
                            is selected (not confirmed) without having to
                            close the Choice Window. This only works on the
                            map scene.

---

Event Title Scene VisuStella MZ

The following are text codes that you may use with this plugin.

Continue-Related Text Codes

EventTitleScene Example.gif

---

------------------   -------------------------------------------------------
Text Code            Effect (Show Choice Text Only)
------------------   -------------------------------------------------------

<Continue>           Put this text code inside of a Show Choice and it will
                     enable that choice if there is a save file available.
                     It will disable that choice if there are no saves.

---

Extended Message Functionality VisuStella MZ

The following are text codes that you may use with this plugin.

Button Console-Related Text Codes

ExtMsgFunc Animated.gif

---

--------------------   -----------------------------------------------------
Text Code              Effect (Message Window Only)
--------------------   -----------------------------------------------------

<Hide Buttons>         Hides the Button Console from this current Message
                       Window's text assuming that nothing else is hiding
                       the Button Console from view.

---

Message Letter Sounds VisuStella MZ

MsgLetterSounds Preview1.png

Source

The following are text codes that have been added through this plugin. These text codes will not work with your game if the plugin is OFF or not present.

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Full Length Text Codes

--------------------------   -----------------------------------------------
Text Code                    Effect (Message Window Only)
--------------------------   -----------------------------------------------
<Letter Sound On>            Turns on the Message Letter Sounds.
<Letter Sound Off>           Turns off the Message letter Sounds.

\LetterSoundName<filename>   Changes SFX played to 'filename'. Do not use or
                             insert the file extension. Case sensitive.
\LetterSoundVolume[x]        Changes SFX volume to x value.
\LetterSoundPitch[x]         Changes SFX pitch to x value.
\LetterSoundPan[x]           Changes SFX pan to x value.
\LetterSoundVolumeVar[x]     Changes SFX volume variance to x value.
\LetterSoundPitchVar[x]      Changes SFX pitch variance to x value.
\LetterSoundPanVar[x]        Changes SFX pan variance to x value.

---

For those who want to use shorter text codes:

---

Abbreviated Text Codes

-------------   ------------------------------------------------------------
Text Code       Effect (Message Window Only)
-------------   ------------------------------------------------------------

\LSON           Turns on the Message Letter Sounds.
\LSOFF          Turns off the Message letter Sounds.

\LSN<filename>  Changes SFX played to 'filename'. Do not use or insert the
                file extension. Case sensitive.
\LSV[x]         Changes SFX volume to x value.
\LSPI[x]        Changes SFX pitch to x value.
\LSPA[x]        Changes SFX pan to x value.
\LSVV[x]        Changes SFX volume variance to x value.
\LSPIV[x]       Changes SFX pitch variance to x value.
\LSPAV[x]       Changes SFX pan variance to x value.

---

Message Log VisuStella MZ

The following are text codes that you may use with this plugin.

Log-Related Text Codes

MessageLog Preview.gif

---

--------------------   -----------------------------------------------------
Text Code              Effect
--------------------   -----------------------------------------------------

<Bypass Message Log>   Prevents the specific "Show Text" window from being
                       recorded into the Message Log.

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Picture Choices VisuStella MZ

The following are text codes that you may use with this plugin.

Picture Choice-Related Text Codes

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PictureChoices Example.gif

--------------------   -----------------------------------------------------
Text Code              Effect (Show Choice Text Only)
--------------------   -----------------------------------------------------

<Bind Picture: id>     Replace 'id' with a Picture ID to bind the choice to.
                       If the choice is selected or deselected, the bound
                       picture will alter its look accordingly.

<Hide Choice Window>   Hides the Choice Window from view. This is so that if
                       any Picture Choices are visible, the screen won't
                       look extremely repetitive. Insert this into any of
                       the choices. Only once is needed.

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Visual Gold Display VisuStella MZ

The following are text codes that you may use with this plugin.

Type-Related Text Codes

VisualGoldDisplay Preview2.png

---

--------------------   -----------------------------------------------------
Text Code              Effect
--------------------   -----------------------------------------------------

\GoldFull[x]           Displays number 'x' in Visual Gold Display format
                       with padded zeroes.
\GoldPad[x]            Displays number 'x' in Visual Gold Display format
                       with padded zeroes.

\GoldShort[x]          Displays number 'x' in Visual Gold Display format
                       without padded zeroes.
\GoldOmit[x]           Displays number 'x' in Visual Gold Display format
                       without padded zeroes.

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End of List