MessagescriptFlowscript doesn't support strings as a variable type, but it's possible to display text in the form of dialog and selectable options by referencing a messagescript file.
Creating a MessagescriptMessagescripts are text files ending with the extension .msg, often accompanying a .flow (flowscript). Simply create a new text file and rename the extension. You may need to make Windows display known file extensions in order to change .txt to .msg.
Below is a sample from a custom messagescript.
There are two types of message declarations: dialog and selection.
Brackets that start with dlg or msg...
Brackets that start with sel...
Using MarkupYou can change the appearance of text by inserting the following codes (in brackets) into your message.
Referencing Messages in FlowscriptsBy importing the messagescript into the flowscript, you can reference messages in two ways: by ID or by the message's unique name. For instance, here's an example of a dialog box that references the messagescript sample above.
MSG(BossRushModeDialog, 0) actually yeilds the same results as MSG(5, 0) since (counting up from 0) BossRushModeDialog is the fifth selection or dialog message with a unique name in the msg file. Here's an example of a selection that returns an integer (the index of the string from the referenced [sel] message).
SEL(1) in this case refers to this message in the messagescript file. You can use the value it returns to decide what to do with the selected option in-game:
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