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10-04-24 02:35 PM
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NWPlayer123
Posted on 02-16-13 04:34 PM (rev. 2 of 02-16-13 04:34 PM) Link | #15712

*REPOST FROM THE ARCHIVE*


I thought that I ought to take the time to explain messages and such.
To start off with, adding new messages.
Take for example Flip-Swap.

<msgstd version="SMG2">
<message label="Rabbit000">
<trigger>shout</trigger>
<unknown0>1</unknown0>
<unknown1>0</unknown1>
<unknown2>0</unknown2>
<unknown3>0</unknown3>
<unknown4>0</unknown4>
<unknown5>255</unknown5>
<unknown6>255</unknown6>
<unknown7></unknown7>
<string>
<font color="blue"/>Jump<font color="none"/>! <font color="red"/>Spin<font color="none"/>! Make 'em flip!
</string>
</message>
<message label="SignBoard000">
<trigger>shout</trigger>
<unknown0>1</unknown0>
<unknown1>0</unknown1>
<unknown2>0</unknown2>
<unknown3>0</unknown3>
<unknown4>0</unknown4>
<unknown5>0</unknown5>
<unknown6>255</unknown6>
<unknown7></unknown7>
<string>
Stop the Chomps, <font color="orange"/>P2<font color="none"/>!
</string>
</message>
</msgstd>
Say I wanted to add a Pianta that says "I'm a chuckster!" (OhGodIHateThatMission)
I would add another message like this:

<message label="Monte000">
<trigger>shout</trigger>
<unknown0>1</unknown0>
<unknown1>0</unknown1>
<unknown2>0</unknown2>
<unknown3>0</unknown3>
<unknown4>0</unknown4>
<unknown5>255</unknown5>
<unknown6>255</unknown6>
<unknown7></unknown7>
<string>
I'm a chuckster!
</string>
</message>
Let's take it step-by-step.
<message label="Monte000">
If you want to add in an NPC and none that are like it exist already, it would be the filename (Monte), and you would start a counter at 000 and work your way up.
The number is the important part as that is the message ID. In my example, I would add a Monte in a map with the MessageID 0.

Now onto the trigger.
<trigger>shout</trigger>
There are 4 possible kinds of triggers - talk, shout, auto, and auto_global.
Talk would be where you walk close to the NPC and press A to talk.
Shout is where the message is displayed above the NPC when you walk close, which is what mine is.
Auto is apparently like talk and shout combined. You would walk close to it and then it automatically talks to you.
Auto_global is where it will talk to you no matter where you are. This would be something like the trailer at 0:12, where when you land the bunny automatically talks to you.
http://www.youtube.com/watch?v=iatTKUw00Vo&feature=plcp

Next is the unknown tags.
I dont know what the unknown things are but according to blank, 0-6 are intergers from 0-255, and 7 is a string.
However, as long as you follow the same thing as a working NPC, you should be good.

Lastly is the string message itself.
You can have normal text only if you want, but there is a lot you can do to customize it. First up is the font tag. It can have 2 possible attributes - size, and color. The possible things for color are black, red, green, blue, yellow, purple, orange, gray, and none. Possible sizes are simple - small, normal, and large.
An example would be <font color="red" size="small"/> Hello! <font color="black" size="normal"/>

Then you have the character tag which inserts the current character that is playing. It doesn't need an attribute so I assume you'd put <character/>

Then we have the wait tag, which requires an attribute for the amount of time to wait.
An example is <wait time="30"/>
I assume that the time is in milliseconds or something because I got this from that very first planet in Sky Station, and none of the text waits for THIRTY SECONDS.

We can also add in an icon, which needs a source attribute.
The possible attributes are

abutton, bbutton, cbutton, wiimote, nunchuck, 1button, 2button, star, launchstar, pullstar, pointer, starbit1, coconut, arrowdown, bunny, analogstick, xmark, coin, mario, dpad, pullstarchip, launchstarchip, homebutton, -button, +button, zbutton, silverstar, grandstar, luigi, copointer, purplecoin, greencomet, goldcrown, crosshair, unknown1, bowser, hand1, hand2, hand3, starbit2, peach, letter, questionmark1, unknown2, 1up, lifemushroom, hungryluma, luma, comet, questionmark2, stopwatch, masterluma, yoshi, cometmedal, silvercrown1, flower, flag, emptystar, emptymedalcoin, emptycomet, emptysecretstar, bronzestar, blimpfruit, silvercrown2, bronzegrandstar, topman, goomba, coins, dpadup, dpaddown, columa, toad and bronzecomet.
An example is <icon src="yoshi"/>

We can also play a sound effect while saying text.
It requires a source attribute
The following example was taken from a hungry luma making its little squealing noise as it TTTTTRRRRRAAAAAANNNNNSSSSFFFOOOOOOOOOORRRMMMMSSS
<sound src="SE_SV_TICOFAT_META"/>

Lastly, we can also have a variable tag which I dont see as useful until we look into it more. This was also taken from the hungry luma and based on context clues, I'm assuming this calls forth and displays the number of starbits it wants.
<variable data="0000000000000000" parameter="3" type="integer"/>

Hope my guide was helpful (Despite being rediculously long).

Here's the files for the test level I created and used for this guide. I changed one of the coins in star 1 of flip-swap to a pianta that when you walk near it says "I'm a chuckster!"
https://dl.dropbox.com/u/56043942/Requests/MessageDemo.zip

shibboleet
Posted on 02-16-13 04:35 PM (rev. 2 of 02-16-13 04:37 PM) Link | #15715
You also forgot about Flow_000

It's a messaged triggered at a certain time. Such as:


talk 184
0
0
0
0
255
255


It makes me so mad! We build your
houses, your castles, your-- Aaargh!
I'm tired of this speech!
Let's see you try and ground-pound
the Whomp King again! Aaargh!



talk 184
0
0
0
0
255
255


It makes me so mad!
We build your houses, your castles.
We pave your roads, and still you
walk all over us.
Do you ever say thank you? No!
Well, you're not going to wipe your
feet on me!
I think I'll crush you just for fun! Do
you have a problem with that?
Just try to ground-pound the
Whomp King! Ha!



talk 1
0
0
0
0
255
255


No! Crushed again!
I'm just a stepping stone, after all. I
won't gravel, er, grovel. OK, you win.
Here--take this with you!



shout 1
0
0
0
0
255
255


Dang it!



____________________
a

NWPlayer123
Posted on 02-16-13 04:37 PM Link | #15716
Well at the time I didn't know anything about it, but if you explain thoroughly what it is I can add it to the post


____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 02-16-13 04:38 PM Link | #15717
It's a triggered text event in which an event happens.
For example.

Toad Before Bowser Attack: (Flow_000)
Peaceful...yay.

Toad After Bowser Attack: (Flow_001)
OMFOMGOMFMOGMOFMOGMOMFMGMFMOGMOMGOMFMGMFOMGOMFGOMOFMGOMOFGMOFMOG

____________________
a

NWPlayer123
Posted on 02-16-13 04:38 PM Link | #15718
Well yes but what triggers it? :P

____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 02-16-13 04:39 PM (rev. 2 of 02-16-13 04:41 PM) Link | #15719
That....I do not know yet. :/
Possibly in the Map files...dunno.

____________________
a

MK7tester
Posted on 02-16-13 10:27 PM Link | #15764
This stuff is waaaay to much of a pain to extract and all that, PLEASE MEGA-MARIO in Whitehole make an msbt reader. ;-;

Stygmax
Posted on 02-16-13 10:33 PM Link | #15766
Nuntius Novus is easy to use once you just press a button in WiiExplorer. :P
Status: It was really, really fun, guys - thanks for the ride!

MK7tester
Posted on 02-19-13 01:47 PM Link | #16014
Ummm......what?

NWPlayer123
Posted on 02-19-13 01:54 PM Link | #16015
Basically he's saying that you should use the GUI Anthe made.

____________________
"I hate playing musical chats" ~ Quote of the month

Jesse
Posted on 09-29-13 02:17 PM Link | #33176
Posted by Luigi
You also forgot about Flow_000

It's a messaged triggered at a certain time. Such as:


talk 184
0
0
0
0
255
255


It makes me so mad! We build your
houses, your castles, your-- Aaargh!
I'm tired of this speech!
Let's see you try and ground-pound
the Whomp King again! Aaargh!

<* Luigissage>

talk 184
0
0
0
0
255
255


It makes me so mad!
We build your houses, your castles.
We pave your roads, and still you
walk all over us.
Do you ever say thank you? No!
Well, you're not going to wipe your
feet on me!
I think I'll crush you just for fun! Do
you have a problem with that?
Just try to ground-pound the
Whomp King! Ha!

<* Luigissage>

talk 1
0
0
0
0
255
255


No! Crushed again!
I'm just a stepping stone, after all. I
won't gravel, er, grovel. OK, you win.
Here--take this with you!

<* Luigissage>

shout 1
0
0
0
0
255
255


Dang it!

<* Luigissage>


this text can be found too in super mario 64... that you know that


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