


Text box conditionals are the only way to perform some of these functions without the use of plotscripting, such as to open a shop in game. Take special note that a text box will perform it's functions in the listed order, if the INSTEAD conditional is performed, all following commands are missed This is also true of SETTAG which will take effect immediately and can interfere if the tag is used by proceeding conditionals. This means that without plotscripting, textbox will wait until the player has clicked or pressed a key before proceeding. Keep in mind it is not currently possible to autoskip displaying the visual portion of a text box and only run it's additional functions. Press BACKSPACE or DELETE and it will return to default. If you want the condition to be reversed, press MINUS or left arrow.
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(Read What are Tags for? for a full explanation of how to use tags) The two basic settings are "Never" and "Always" and you can also make custom tags that can be toggled on and off. These conditions are controlled by tags that determine whether or not something will happen. Textboxes do more than display text and graphics. So in the plotscript, you only have to put the first "show text box" command, and only one "wait for text box" command. If you wanted a conversation in a plotscript, you'd have to add a whole lota, "show text box" and "wait for text box." But if you want to skip all those commands, you can just make the whole conversation, then chain them.

Then chain them together.Ĭhaining is also useful in plotscripts. Make the first text box, type in what you want it to display (try not to end the box in mid-sentence, it will make it seem messy) when it is full, create another textbox with the rest of the info. It is recommended to reserve the first boxes on your list as templates for the various styles you'll want to replicate often, therefore ensuring consistency and saving you time.Ĭhaining is commonly used when you try to fit too much text in a text box. If selected, Backdrop images will cover the entire screen when the textbox is called. You can change the box style, make the box itself invisible, change text colour, and position the textbox on screen.Īs well as that you can add sound effects and a portrait graphic to your textbox. If plotscripting, these are also some useful codes:Īlternative box edge designs can be drawn or imported in the Graphics Editor. This is particularly useful as players can be given the choice to rename their characters. There are some special codes that you can put in your text boxes which will be converted into variable text such as hero names or special numbers. You can create multiple textboxes and link them together. You can type 38 characters per line, and up to 8 lines in a single textbox.ĭon't worry if you run out of space. Go to "Edit Text", press ENTER and start typing. Textboxes display text on the screen until the player uses a key press or click to continue.
