Actually, XSE compiles msgbox to several less obvious commands that, when chained together, produce the desired message on screen, so it makes no difference whatsoever whether s/he uses MSG_NORMAL as an inline parameter, or if s/he follows it with a callstd 0x6.
Although, I believe that XSE doesn't like the older style of message followed by callstd, correct me if I'm wrong.
For the record, I think it's loadpointer, followed by callstd (Message Type).
I'm not going to say your wrong because I have read that same thing in many places, but my copy of XSE, which I am pretty sure is the newest one, refuses to use the MSG_NORMAL or simple 0x6 at the end of msgboc @msg.
For the loadpointer, if it is needed, I've never had to do it. Through experimenting with all the different ways, I have found this set up to work flawlessly:
msgbox @msg
callstd 0x(msgtype)
Maybe some of .rbk files are missing some lines that prevents that. Hmm, maybe I should look a little deeper.
Anyway, in my own experience, I have downloaded scripts off the internet that wouldn't work, but as soon as I just modified all if the msgbox's to callstd afterwards, they did work. So, that's just where I figured XSE couldn't do it the other way. Maybe it's just mine.
Edit: Jambo, I would like to apoligize. I was using 1.0.0, not 1.1.1. I confirmed that inline msg comands do not work in 1.0.0. However, once I learned that I had an old version, I downloaded the new one and the inline commands worked just fine. Thanks for making me think about this one or I never would have updated.
I'm trying to make some custom moves, I won't need to make any new animations but I do need to change their sprites (for example, making signal beam blue instead of pink). How do I do this?
Also, would it be possible for me to duplicate a move? I want there to be more than one signal beam move, one normal and one blue.
Here is what Jambo51 has documented on adding new moves:
https://www.pokecommunity.com/threads/263479
Here is what Chaos Rush has documented on move animations:
https://www.pokecommunity.com/threads/281520
Now, if you wanted to edit the color, you could just open up Un-lz, find the image that corresponds to the animation and alter it's palette. I would make a new palette because there is no guarantee that something else is not using that palette.
However, having two moves with two different colors is tougher. You would need to take the image you found above, write down it's pointer, then take and edit it into a different color and insert it and it's new palette into some free space, making sure to write down it's new offset. Now, using both Jambo's and Chaos' tutorials/research, make a new move and copy all of the data from signal beam into the new slot. Now, change the graphic pointer to match the location of the new image and you should be all set.
If I am wrong in any way about this, someone please correct me.