Template:VisuMZ Message Core Text Codes
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.
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------------------ ------------------------------------------------------- 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.
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Message Core Hard-Coded Text Codes
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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------------------ ------------------------------------------------------- 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.
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----------------------------- --------------------------------------------- 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.
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Message Core Customizable Text Codes
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<x> Moves window to exact coordinates. *Note2* \WindowMoveBy<x> Moves window by relative values. *Note2* \WindowReset Resets window position to original position. Note2: Replace 'x' with the following format: targetX, targetY, targetWidth, targetHeight, duration, easingType Only targetX and targetY are required arguments.
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------------------ ------------------------------------------------------- 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.
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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.