Dialogs
The text your players are going to read.
Last updated
The text your players are going to read.
Last updated
Action ID: Dialog
Reversible: Yes
Requires User Interaction: Yes
Related Components:
Any statement in your script that does not match any other action will be displayed as a narrator dialog. Narrator dialogs do not show any name on the textbox.
The say statement is used... well, for a character to say something. The syntax is as follows:
'[Character Identifier] [Text to Say]'
It also accepts HTML, so you can show many things in a text like the Font Awesome icons.
If no character identifier is given, it will be considered as a narration and no name will be shown.
The 'clear'
command sends an empty line of dialog to remove all text on the screen.
The clear command automatically runs the next line without requiring a click from the player. You may want to insert a 'wait'
command immediately after it if you want the player to see a blank dialog box.
If you've defined the expressions
property for your characters, adding a list of images to show, you can use them as side images with each dialog, to do so, you should use a format like this one:
This assumes you have a Side image called Smiling, which means with every dialog you can specify what side image to use. If you add the 'expression'
property then that image will be shown with every dialog without the need of specifying it inside the statement.
The 'centered'
command is like a special character-id that goes at the beginning of dialog text to display a special floating box that hovers in the very center of the screen.
The text box that displays 'centered'
text is special. Rather than being inside of a <text-box>
tag, it is instead inside of a <centered-dialog>
tag.
While 'centered'
text is visible on screen, the main <text-box>
is hidden with a CSS display:none;
attribute.
HTML can be used inside of 'centered'
text the same as normal dialog, so you can use this to display a special image that removes the text box when it displays it, or something similar, if you want to get creative!
The 'nvl'
command is similar to the 'centered'
command in that it is used at the beginning of a line of dialog to present a special display, similar to games like Fate/stay Night, or Radical Dreamers.
The 'nvl'
text differs from normal Monogatari text in that clicking does not clear the current text off of the screen, and instead leaves it there, feeding consecutive NVL dialogue one at a time as the player clicks to progress.
NVL text is displayed on screen inside of a <text-box>
with a CSS class'nvl'
. By default, this textbox is styled to fill the entire screen. Additionally, each line of NVL text is contained inside of a <div>
with a data-spoken
value for whichever character is speaking. Normally it's the narrator, but if you give a character the nvl
attribute and set it to true
then that character can be used as an NVL character, and their text can have special CSS rules if you want to get creative with that.
Note that Expression side images are not supported in NVL mode.
The NVL mode text box is scrollable, like other text boxes in Monogatari, should there be too much text to display at once. Additionally, you can use HTML in NVL mode the same as all of the other modes!