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Old December 29th, 2016 (2:27 PM). Edited December 29th, 2016 by Wüfzhéévk.
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Ǵ̸͙̘͐̓ͅl̷̚͠͝ �̝i̷͕͊t̵̠̼̹̆c � �̣̭̓h̷̻̰̭̏͊e̵ ̄ ͉̹̩ṡ̵͍̮̼̀́
 
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Hello!, i was wondering if it is possible to add a new textbox (appart from the Normal one and the sign one) that can be called with a script. By the way, I am also asking if someone can tell me how to use the commands signmsg and normalmsg on XSE.
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Old December 29th, 2016 (5:33 PM).
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You can search for the graphic of the original text box and edit it. To do what you're asking would require an ASM routine that would hack into the loading system of text, which is likely hardcoded into the RAM and very difficult to edit.

signmsg and normalmsg are irrelevant commands. When using the msgbox command, use the 0x6 for the regular textbox and 0x3 for the sign textbox.
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Old December 31st, 2016 (4:32 AM). Edited December 31st, 2016 by Wüfzhéévk.
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Ǵ̸͙̘͐̓ͅl̷̚͠͝ �̝i̷͕͊t̵̠̼̹̆c � �̣̭̓h̷̻̰̭̏͊e̵ ̄ ͉̹̩ṡ̵͍̮̼̀́
 
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Thanks, i Was asking about signmsg and normalmsg because when I use 0x3 it acts like a sign but the sign textbox is not shown (it shows the normal one)
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Old December 31st, 2016 (5:21 AM).
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callstd 3 (i.e. message type 3) will only set your message to a signpost design if you actually put it on a signpost. As you seem to have guessed, you need to use the commands signmsg and normalmsg to make it look like this in a normal script. Just put a signmsg before the message command to turn the signpost design on and put normalmsg when you want to turn it off. I don't know if it will turn off by itself, so you probably want to put that at the end of your script.

As for your other question, it is possible to add another type of textbox with a small ASM routine that modifies the code at 080693C4. It's not nearly as complicated as the person before me made it seem.
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Old January 1st, 2017 (6:07 PM).
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Check this out and see how it works for you. :)

Changing textboxes depending on var
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