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FULLY CUSTOMIZE-ABLE DIALOG BOXES

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So, I've been trying to find out for the longest- How to make my own boarders around dialog boxes, and having my characters appear behind them.

Example: (This image does not contain spoilers)
Marrend
Guardian of the Description Thread
21806
For VX Ace, the file you want to mess with is called "Window.png". You can find the default that the game uses in the RGSS/Graphics/System directory. You could copy-paste that into you game's Graphics/System directory, and edit it from there with GIMP (or like graphics editing program). Showing a picture in the background like that might be done via a SHOW PICTURE event command, but it could be part of the message system itself.

The specifics (such as directory structure or file name) could vary between engines, though.

*Edit: On second thought, it's possible that this particular message box is, in itself, a picture. Which could mean this is some kind of layered SHOW PICTURE technique.
author=Marrend


That makes sense!- So if it were the show picture command I would have to measure the size of the window, edit it and be able to use that said event to place it in the specific place, and use a transparent window.
Marrend
Guardian of the Description Thread
21806
From what I can see, the message window uses the Graphics.width function to define it's width. The help file tells us that this function returns 416. Ergo, that's the window's width in pixels. Height is weird, since it uses the fitting_height(4) function for that. Replacing all the variables in that function, it would look like 4 * 24 + 12 * 2. So, the result of that is a height of 120 pixels.

Though, by all means do tests on this!

Use a picture the size of the in-game window and leave blank the parts not used. That way lining it all up shouldn't be an issue. ^.^

Just remember if using multiple pictures to use different numbers (think of them as layers from 1-99). Personally I'd make message box above map effects, so an easy to remember number like 50. That allows for images behind the windows (and above map effects as in the image you showed) while also leaving room for on-map effects.
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