Start by specifying the name of the faceset, then you setup the animations that are within that faceset. But I’ll cover that a bit more later in this tutorial.
Then you have a “Talk Animation” and an “Idle Animation” you just give it the name of the animations from the animation list you create( again more on that later ). As long as these two animations have a value, when the faceset specified is used, it will automatically use the “Talk” animation, while the message is being typed out. And when the message is finished typing or the player calls a pause via \| or \. commands, then the Idle Animation will be used!
Now to elaborate on setting up animations. You can specify as many animations as you want! Each animation has several settings. First of all the name, the name is used to tell the “Talk” and “Idle” animation which animation should be used. This is also used to call custom animations during a message! by using “\AF[cheerful]” for example, from the list of animations below, we’d play the animation named “cheerful”.
The next parameters are start and end frames, and the determine which face the animation starts with and which face the animation will end with. Below is a image that shows the number of each face. Just note that depending on your faceset image, the maximum number can be higher or lower depending on how many faces are in the image. With this in mind we can see cheerful will only be a single frame and it is set to only show the face at index of 3.
The next parameter is frame time. and frame time is very easy to understand. This determines how long each frame of the animation stays on screen( in frames per second, 60 = 1 second ). So the “cheerful” animation will show face 3, for 60 frames, or one second!
The loop parameter will allow the animation to repeat itself indefinitely this is absolutely required for the talk and idle animations! but you can also use loop on custom animations as well, for example if you have an angry talking animation, and a happy talking animation. you can set loop to true, and when you call that custom animation through the \AF[anime_name] command, it will actually replace the default talk animation till either the message ends, or, another looping animation is requested.
Finally the wait parameter! when you set it to true, the message box will stop typing any letters until after the animation has finished playing. Once the animation has finished playing the message will continue like normal, the talk animation will automatically resume playing if there’s still letters left unt-yped. Or the idle animation will take over if the message has finished.
Lastly there is another parameter in the main page of the plugin manager.
This parameter is called “Manipulate Message Speed” It should ONLY be enabled if you are not using Visustella Options Core Plugin! This parameter when enabled will add “Message Speed” in the options menu, and will allow your player to choose from 3 different speeds. Slow Medium and Fast, All 3 values can be defined by you via “Slow Message Sped” “Normal Message Speed” and “Fast Message Speed”