#author("2022-11-04T13:23:24+00:00","default:admin","admin")
#author("2023-02-07T02:52:27+00:00;2023-02-07T02:27:05+00:00","default:admin","admin")
* Conversation [#v3ac43f2]
>

#contents

** Display Conversation [#k7420ba8]
Used in conversation scenes between casts.

◆At the same time as displaying text on the screen
The drawing stamps set in "Character to display" are displayed on the left and right sides of the screen.
Conversation scenes between cast members can be set up.

By adding Command Input Support to the text, you can add the specified decoration and movement.
-A rendering stamp specified in "Cast to be Displayed" can be displayed on the left and right sides of the screen at the same time as the text is displayed on the screen.
-By adding Input Support to the text, you can add specified decorations and movements.
-You can specify a message window or speech bubble specified in the Layout Tool.
To specify the display position of the message window, a layout must be prepared for each position.
The default layout of the conversation screen in the Layout Tool can be used for each position, so please use it as a reference for your creation.
-When "Use Map's Light Source" is checked, the information specified in "Rendering" under "Map Settings" in the Map List is reflected in the cast and rendered.

If you check "Use Map’s Light Source", the information specified in "Rendering" in "Map Settings" of the Map List will be reflected in the casts and rendered.

#ref(Event_DisplayConversation.png)
#br

** Display Message [#b6a65259]
Display the text in the message window. You can also display only the text by checking "Hide Window".
By adding Command Input Support to the text, you can add the specified decoration and movement.
Display text in the message window.
-By adding Input Support to the text, you can add specified decorations and movements.
-If "Hide Window" is checked, only the text can be displayed.
-You can specify a message window or speech bubble specified in the Layout Tool.
To specify the display position of the message window, a layout must be prepared for each position.
The default layout of the conversation screen in the Layout Tool can be used for each position, so please use it as a reference for your creation.

#ref(Display_Message.png)
#br

**Display Ticker Text [#tefb1e65]
Display text on the entire screen. Suitable for use in prologues and epilogues. If you check "Make Ticker Scroll", the text can be automatically scrolled from bottom to top at the same time as the event starts.
By adding Command Input Support to the text, you can add the specified decoration and movement.
(We cannot use Wait, Instant Display, Waiting for Input, and Window Auto Close Command Input Support in this event panel.)
Display text on the entire screen. Suitable for use in prologues, epilogues, etc.
-If "Make Ticker Scroll" is checked, the text will automatically scroll from bottom to top as soon as the event starts.
In order to scroll the ticker, it is necessary to create a layout part for scrolling in the Layout Tool.
The default layout of the ticker screen in the Layout Tool is scrollable, so please use it as a reference for your creation.
-By adding Input Support to the text, you can add specified decorations and movements.

#ref(Display_Ticker_Text.png)
#br

''*Input Support for Wait, Instant Display, Waiting for Input, and Window Auto-Close is not available in this event panel.''

**Display Effect [#q215e2a1]
Play the effect at the specified display position.

#ref(Display_Effect.png)
#br

''About display position''

- ''Display on This Event''
Play the selected effect at the coordinates set for this event.
- ''Display on Player''
Play the selected effect at the coordinates set for the player.
- ''Display in Center of Screen''
Play the selected effect in the center of the game screen.
- '' Image''
Play the effect on the specified image.

**Display Emoticon [#o21dbd58]
Play the emoticon on the event or player.

#ref(Display_Emoticon.png)
#br

**Change Map Cast Expression [#b7e7a067]
Change the facial expressions of the cast in the map. To use this function, the 3D model used must have been created to a defined specification.

#ref(Change_Map_Cast_Expression.png)
#br


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