name
string
directory
string
assets/characters
directory.sprites
object
expressions
object
type_animation
boolean
true
. dialog
and show character
actions.y
, short for Yui in this tutorial.assets/characters
directory, let's see what that looks like.assets
directorycharacters
directorysprites
property of our character:assets/characters
directory. This approach is pretty straight forward but can become a bit troublesome as you add more characters. For starters, the directory could start feeling cluttered and you would not be able to use the same name on different files without them getting overwritten.directory
property in your character declaration. This property expects the name of a sub-directory inside the assets/characters
directory. For example, if you create a sub-directory assets/characters/my-character
then you should set the directory
property to 'my-character'
. Let's take a look at the whole process:directory
property in our character so monogatari knows where the files are located.expressions
sub-directory, we'll place all our expression images in it.expressions
property. Just like the sprites
property, it expects an identifier/filename list.expressions/
prefix to all of the file names to account for the expressions
directory we put the files in. If we hadn't done that and we had placed them right with our sprites, the prefix would not be needed but we would have to change the names of the files so that they don't overlap with the sprites ones.default_expression
property expects the identifier of one of your expressions as its value. Previously we defined the normal
expression for our character:default_expression
property to normal
:adv
mode. In ADV mode, the textbox appears in the bottom of the screen and only displays a dialog at a time. NVL mode will make the textbox cover the whole screen and will display several dialogs in a log format.nvl
property accepts a boolean value (true
or false
) and is set to false
by default. Setting it to true
will make all of the character's dialogs to be shown in nvl
mode.type_animation
property accepts a boolean value (true
or false
) and is set to true
by default. Setting it to false
will disable the animation for all of that character's dialogs.