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# Background image: | ||
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`[bgi]string`, ex: `[bgi]bg1.png` | ||
Specifies the background image for the current and following dialogues. | ||
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Specifies the background image for the current and following dialogues. | ||
### Syntax | ||
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``` | ||
[bgi]string | ||
``` | ||
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### Example | ||
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```vns | ||
[bgi]park.png | ||
``` | ||
This sets the background image to "park.png" located in the specified directory. |
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# Background music: | ||
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`[bgm]string`, ex: `[bgm]bgm1.ogg` | ||
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Specifies the background music for the current and following dialogues. | ||
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### Syntax | ||
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``` | ||
[bgm]string | ||
``` | ||
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### Example | ||
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```vns | ||
[bgm]theme.mp3 | ||
``` | ||
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This sets the background music to "theme.mp3" located in the specified directory. |
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# Display character(s): | ||
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`[display]*strings`, ex: `[display]character1.png character2.png` | ||
This command is used to display character images for current or upcoming dialogues. Unlike the `[show]` tag, which adds new character images while retaining existing ones, the `[display]` tag first clears any previously shown images before displaying the specified character image(s). This ensures that only the designated character images appear on the screen. | ||
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Displays character images corresponding to the ongoing and forthcoming dialogues. Unlike the [show] tag, which introduces new character images in addition to existing character images, this tag will first clear any existing character images before introducing the designated character image(s). | ||
### Syntax | ||
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``` | ||
[display]image1 image2 ... | ||
``` | ||
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*image1*, *image2*, etc., represent the filenames of the character images to be displayed. | ||
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### Example | ||
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```vns | ||
[display]character1.png character2.png | ||
``` | ||
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In this example, any previously displayed images will be cleared, and the images `character1.png` and `character2.png` will be shown. |
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# Current dialogue branch ends here: | ||
# End of Current Dialogue Branch | ||
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`[end]` | ||
The `[end]` tag is used to mark the conclusion of the current dialogue branch. Once this tag is encountered, the program will recognize that the dialogue or narrative path has finished. | ||
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Marks the end of current dialogue branch. | ||
### Syntax | ||
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``` | ||
Me: | ||
- I guess this is the end of the story. | ||
[end] | ||
``` | ||
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By using `[end]`, you signal that no further dialogue or choices will follow in this particular branch, and the story can transition or conclude as necessary. |
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# Hide character(s): | ||
# Hide Character(s) | ||
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`[hide]*strings`, ex: `[hide]character1.png character2.png` or `[hide]*` for hiding all. | ||
The `[hide]` tag is used to remove character images from the screen, either selectively or all at once, for the current and subsequent dialogues. | ||
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Hides the character(s) for the current and following dialogues. | ||
### Syntax | ||
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``` | ||
[hide]image1 image2 ... | ||
``` | ||
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*image1*, *image2*, etc., represent the filenames of the character images to be hidden. | ||
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To hide all characters at once, use: | ||
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``` | ||
[hide]* | ||
``` | ||
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### Example | ||
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```vns | ||
[hide]character1.png character2.png | ||
``` | ||
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In this example, the images `character1.png` and `character2.png` will be hidden, while other character images (if any) remain visible. | ||
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Alternatively, using: | ||
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```vns | ||
[hide]* | ||
``` | ||
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will hide all currently displayed character images. |
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# ID: | ||
# Script ID | ||
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`[id]string`, ex: `[id]1` | ||
The `[id]` tag assigns a unique identifier to the current dialogue script file. Each script file must have a distinct ID to ensure proper identification and organization within the system. | ||
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Specifies a (unique) ID for the current dialogue script file. Every script file must have an ID. | ||
### Syntax | ||
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``` | ||
[id]unique_identifier | ||
``` | ||
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*unique_identifier* is a string representing the unique ID for the script. | ||
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### Example | ||
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```vns | ||
[id]1 | ||
``` | ||
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In this example, the script is assigned the ID `1`, ensuring it can be referenced and managed uniquely. |
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# Label: | ||
# Label | ||
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`[label]string`, ex: `[label]jump_point1` | ||
The `[label]` tag is used to create a reference point within the dialogue script. This label can be targeted by branching commands, allowing the flow of the conversation to jump to this specific point. | ||
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Creates a label for the branch command. The value will be used as the key for the subsequent conversation. | ||
### Syntax | ||
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``` | ||
[label]label_name | ||
``` | ||
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*label_name* represents the unique identifier for this point in the dialogue. | ||
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### Example | ||
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```vns | ||
[label]jump_point1 | ||
``` | ||
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In this example, `jump_point1` serves as a reference label that can be used later to direct the conversation flow to this specific part of the script. |
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# Language: | ||
# Language | ||
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`[language]string`, ex: `[language]English` | ||
The `[language]` tag defines the language used in the current dialogue script. Each script file must specify its language to ensure proper localization and presentation. | ||
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Specifies the language of the current dialogue. Every script file must specifies a language. | ||
### Syntax | ||
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``` | ||
[language]language_name | ||
``` | ||
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*language_name* represents the name of the language being used in the script (e.g., English, Japanese, etc.). | ||
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### Example | ||
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```vns | ||
[language]English | ||
``` | ||
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In this example, the language for the script is set to English. |
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