Category:Text Codes (MZ)
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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Contents
- 1 Message Core VisuStella MZ
- 1.1 RPG Maker MZ Text Codes
- 1.2 Message Core Hard-Coded Text Codes
- 1.2.1 Global Hard-Coded Text Codes
- 1.2.2 Message Window Only Hard-Coded Text Codes
- 1.2.3 Battle-Only Hard-Coded Text Codes
- 1.2.4 Choice Window-Only Hard-Coded Text Codes
- 1.2.5 Name Window-Only Hard-Coded Text Codes
- 1.2.6 Message-Only Position Hard-Coded Text Codes
- 1.2.7 Controls-Related Hard-Coded Text Codes
- 1.3 Message Core Customizable Text Codes
- 2 Battle Command - Talk VisuStella MZ
- 3 Boost Action VisuStella MZ
- 4 Choice Common Events VisuStella MZ
- 5 Event Title Scene VisuStella MZ
- 6 Extended Message Functionality VisuStella MZ
- 7 Message Keywords VisuStella MZ
- 8 Message Letter Sounds VisuStella MZ
- 9 Message Log VisuStella MZ
- 10 Picture Choices VisuStella MZ
- 11 Visual Gold Display VisuStella MZ
- 12 End of List
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:
Here is a list of Text Codes that you may use. Message Core VisuStella MZThe 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 CodesThe following are text codes that come with RPG Maker MZ. These text codes cannot be edited through the Plugin Parameters. --- Default MZ Text Codes------------------ ------------------------------------------------------- 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. --- Default MZ Message-Only Text Codes------------------ ------------------------------------------------------- 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 CodesThe following text codes are hard-coded into VisuStella MZ Message Core's code. These text codes cannot be edited through the Plugin Parameters. --- Global Hard-Coded Text Codes------------------ ------------------------------------------------------- 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. --- Message Window Only Hard-Coded Text Codes------------------ ------------------------------------------------------- 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. <Next Page> Ends the current message page at this line. This is used for messages when rows are at 5 or above and the message lines don't match the amount. This is used to prevent grabbing message windows from following message events. Any lines following <Next Page> in the same message event will be ignored. <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. --- Battle-Only Hard-Coded Text Codes---------------------------- --------------------------------------------- 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. --- Choice Window-Only Hard-Coded Text Codes----------------------------- --------------------------------------------- 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. <Choice Width: x> Sets the minimum text area width to x. Applies to whole choice window. <Choice Indent: x> Sets the indent to x value. Applies to current choice selection only. --- Name Window-Only Hard-Coded Text Codes----------------- --------------------------------------------------------- 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. --- Message-Only Position Hard-Coded Text Codes------------------------------- ------------------------------------------ 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* <Offset: +x, +y> Quickly adjust the message window offset <Offset: -x, -y> values to the x and y amounts. The values <Offset: +x, -y> will replace the previous offset settings <Offset: -x, +y> if there were any. *NOTE* These text codes do not work with Word Wrap. --- Controls-Related Hard-Coded Text Codes------------------ ------------------------------------------------------- Text Code Effect (Requires VisuMZ_0_CoreEngine) ------------------ ------------------------------------------------------- <Up Button> Display's VisuMZ_0_CoreEngine's button assist text. <Left Button> Display's VisuMZ_0_CoreEngine's button assist text. <Right Button> Display's VisuMZ_0_CoreEngine's button assist text. <Down Button> Display's VisuMZ_0_CoreEngine's button assist text. <Ok Button> Display's VisuMZ_0_CoreEngine's button assist text. <Cancel Button> Display's VisuMZ_0_CoreEngine's button assist text. <Shift Button> Display's VisuMZ_0_CoreEngine's button assist text. <Menu Button> Display's VisuMZ_0_CoreEngine's button assist text. <Page Up Button> Display's VisuMZ_0_CoreEngine's button assist text. <Page Down Button> Display's VisuMZ_0_CoreEngine's button assist text. --- Message Core Customizable Text CodesThe following text codes can be altered through the Message Core's various Plugin Parameters to adjust replacements and actions. --- Default Customizable Text Codes------------------ ------------------------------------------------------- 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. --- Default Message Effect Text Codes------------------ ------------------------------------------------------- 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. Battle Command - Talk VisuStella MZThe following are text codes that you may use with this plugin. Battle-Related Text Codes--- ---------------------------- --------------------------------------------- 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. --- Boost Action VisuStella MZThe following are text codes that you may use with this plugin. Boosting-Related Text CodesThese text codes are used for Help Window descriptions. When Boosting, the text displayed in the Help Window can change to reflect the amount boosted. --- ------------------ ------------------------------------------------------- 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 MZThe following are text codes that you may use with this plugin. Choice-Related Text Codes--- ------------------------- ------------------------------------------------ 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 MZThe following are text codes that you may use with this plugin. Continue-Related Text Codes--- ------------------ ------------------------------------------------------- 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 MZThe following are text codes that you may use with this plugin. Button Console-Related Text Codes--- -------------------- ----------------------------------------------------- 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 Tail-Related Text Codes-------------------- ----------------------------------------------------- Text Code Effect (Message Window Only) -------------------- ----------------------------------------------------- <Tail Bottom Left: x> Creates a message tail at x coordinate pointing to the bottom left. <Tail Bottom Right: x> Creates a message tail at x coordinate pointing to the bottom right. <Tail Upper Left: x> Creates a message tail at x coordinate pointing to the upper left. <Tail Upper Right: x> Creates a message tail at x coordinate pointing to the upper right. --- Message Keywords VisuStella MZThe following are text codes that you may use with this plugin. Keyword-Related Text Codes--- -------------------- ----------------------------------------------------- Text Code Effect (Supported Message Windows) -------------------- ----------------------------------------------------- ((Keyword)) Replaces the "Keyword" Marker with the Replacement Text found in the Message Keywords Plugin Parameters. If the player hovers the mouse cursor over a Keyword, a tooltip window will appear explaining about the Keyword's lore and/or mechanics. The replacement text and tooltip text can be modified inside the Message Keywords Plugin Parameters. --- Message Letter Sounds VisuStella MZThe 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. --- 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 MZThe following are text codes that you may use with this plugin. Log-Related Text Codes--- -------------------- ----------------------------------------------------- Text Code Effect -------------------- ----------------------------------------------------- <Bypass Message Log> Prevents the specific "Show Text" window from being recorded into the Message Log. --- Picture Choices VisuStella MZThe following are text codes that you may use with this plugin. Picture Choice-Related Text Codes--- -------------------- ----------------------------------------------------- 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. --- Visual Gold Display VisuStella MZThe following are text codes that you may use with this plugin. Type-Related Text Codes--- -------------------- ----------------------------------------------------- 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. --- End of List |
Pages in category "Text Codes (MZ)"
The following 11 pages are in this category, out of 11 total.