DisplayMessage This instruction is used to display any text stored after the event's instruction in various ways like a character thinking, speaking, or simply printing text on the screen. Structure: Unknown1 : Byte (hex) DisplayDialog : Byte (hex) Message ID : Byte (hex) Unit ID : Byte (hex) Unknown2 : Byte (hex) Portrait : Byte (hex) X Coordinate : Word (signed) Y Coordinate : Word (signed) Arrow Position : Word (signed) Dialog Box Opening Type : Byte (hex) Unknown1 This always seems to be x10. Probably just a programmation error. Any value shouldn't matter. Dialog Type x01 : Top of screen (over unit with Dialog Box) x02 : Bottom of screen (under unit with Dialog Box) x04 : Thinking (Dialog Box) x08 : Remove Arrow (for Dialog Box) x10 : Dialog Box x20 : Named box ("Check" if x10 = FALSE; "Help" if TRUE) x40 : Independant Message Box (becomes a page if x10 = TRUE, if x20 = TRUE too, it becomes a regular Dialog Box forced under unit) x80 : Close with instruction Always set x01 or x02 when using Dialog Box alone, else the game might ignore other parameters. *Combining x01 & x02 displays the message at teh center of the screen, except for Dialog Box (the box is over the unit's head and the arrow is flipped horizontally). Message ID ID of the Message that will be displayed. Message x01 starts at the text offset of the event. Therefore there is no Message x00. This parameter being a word, you could even go take lines that are stored in the RAM, which is pretty pointless IMHO. Unit ID ID of the unit specified in the ENTD. This is only required for Dialog Box. If a unit with the same Unit ID is found, the dialog box will be centered over or under it and the unit's portrait will be displayed. Else, it will display a blank portrait (which still takes up the place of a normal portrait) and display on the left side of the screen. Unknown2 Seems to always be x00. Portrait x01 : ??? (Combined with x08, it removed the portrait completely from the Dialog Box) x04 : Blank Portrait? x08 : Blank Portrait? X Move Move the Displayed Message on the screen's X axis based on default location. Determines the portrait's facing. Y Move Move the Displayed Message on the screen's Y axis based on default location. Arrow Position Move the Arrow on the Dialog Box's X axis based on its default location. Determines the portrait's facing. If you don't move the Dialog Box in X, you can simply set this byte to -1 and the portrait will switch side. Message Box Opening Type x01 +50% speed x02 -50% speed, remove bouncing x10 Toggle Arrow (points left if FALSE; point right if TRUE) *bounce: the message box grows in size gradually and goes a bit over it's real size (about 110%) in the process then shrinks back to 100%.