Update story_emot.md

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      docs/cutscenes/story_emot.md

@ -20,9 +20,9 @@ One line of emots should be created per line of dialogue in story_text.rbrb
### `!C` Create a Character
`[!CXY<Z>]`, where X, Y and Z are replaced by:
- X: conversation ID of the created character. (1-6?)
- Y: which character is created. (A-Z, from character list below)
- Z determines distance from opposite of facing side. (0-9, `-` changes text box color without a portrait or character name)
- X: Conversation ID of created character. (1-6?)
- Y: Which character to create. (A-Z, see character list below)
- Z Position of character, (0-9, by distance from opposite of facing side). (`-` changes text box color without a portrait or character name)
- Wrapping Z in `<>` causes the character to appear on the right facing left, `><` causes them to appear on the left facing right
| ID | Character | ID | Character | ID | Character | ID | Character |
@ -35,15 +35,15 @@ One line of emots should be created per line of dialogue in story_text.rbrb
| `F` | Pandora | `M` | Lilith | `T` | Miru | `]` |No Character|
| `G` | Irisu | `N` | Vanilla | `U` | Noah | | |
### `!T` Select speaking character
### `!T` Select Speaking Character
`[!TX]`, where X is replaced by:
- X: talking character by their conversation ID.
- X: Conversation ID of talking character.
### `!E`: Set character emotion
### `!E` Set Character Emotion
`[!EXYZ]`, where X, Y and Z are replaced by:
- X: which emotion part to modify. (from list of emotion parts below)
- Y: which character to modify based on their conversation ID.
- Z: emotion value. Refer to portrait viewer in artbook.
- X: Emotion part to modify. (see list of emotion parts below)
- Y: Conversation ID of character to modify.
- Z: Emotion Value. Refer to portrait viewer in artbook.
**Note:** Emotion values usually go from 0-9. But emotion values 10 and above can also be used by following the ASCII table. `:` is 10, `;` is 11, `<` is 12 etc.
@ -59,14 +59,19 @@ One line of emots should be created per line of dialogue in story_text.rbrb
#### How to have a character speak without a portrait:
`[!EPX:]`, where X is replaced by:
- X: talking character by their conversation ID.
- X: Conversation ID of character to speak.
### `!M` Move Character Portrait
`[!MXY]`, where X, Y are replaced by:
- X: Conversation ID of character to move
- Y: Position to move the character to (0-9)
--------------------
Additional Formats:
### `~C` Set Text Box Color
`[~CRGB]`, where R, G, B are replaced by:
- R,G,B: Red (0-9), Green (0-9) and Blue (0-9) respectively.
- R, G, B: Red (0-9), Green (0-9) and Blue (0-9) respectively.
- For example: `[~C900]` is red, `[~C099]` is cyan.
- Only works if no talking character `]` is set. The talking character normally overrides the text box color with its own.

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