how far a character is darkened while someone else is speaking, 0 to 1
true while a fade is running, so a script can wait for it
registers a character so a script can refer to it by name alone
Picks out whoever is speaking by dimming everyone else.
A multiply tint is exactly right here: it darkens without changing hue, so a dimmed character reads as standing back rather than as being a different colour.
Changes the backdrop.
The old one stays underneath while the new one fades in over it, so the scene never flashes through to an empty stage mid-transition.
A dialogue scene: a backdrop, characters standing in front of it, and whoever is speaking picked out from the rest.
This is the presentation the tile map is not: a still image with figures on it, the mode nearly every RPG drops into for a conversation that matters, and the whole of how a visual novel looks.
It draws only the scene. The words go in a
MessageBoxfrommwg/ui, so a game gets the same dialogue box whether it is talking to a shopkeeper on a tile map or running a scripted scene here.Example