Command Reference


Simplified tables of Utage commands. Arguments in bold are required. If empty, they are assigned default values individually. For more details, please refer to the relevant section by clicking on the link with the name of each command.

Simplified Table for Text and Character Display

In order to make it easier to create visual novels, with Utage you leave the Command column empty and define the command in the form of “Character name + Display pattern + Text.”

Description Arg1 Arg2 Arg3 Arg4 Arg5 Arg6 Text PageCtrl Voice VoiceVersion
Text Display Display text Page control
Speech Display Name Display text Page control Voice file Voice file
version
Character Display Character name Pattern Layer name X coordinate Y coordinate Fade seconds Display text Page control Voice file Voice file
version

More Details on How to Use Texts and Tags

More details on text displays
Text tags

Advanced Character Display

3D Character Display
Character Name Display
Change Character Display for Changing Clothing, Gender, etc. During a Game

Simplified Table of All Commands

Commands are required for displaying backgrounds, playing sounds, and displaying choices.

Command Description Arg1 Arg2 Arg3 Arg4 Arg5 Arg6
CharacterOff Hides the specified character. Character name.
If empty,
hides all characters
Fade seconds
Bg Displays background.
Cancels event graphics display mode.
Texture label X coordinate Y coordinate Fade seconds
BgOff Hides background. Fade seconds
BgEvent Displays event graphics.
Turns ON event graphics display mode,
and automatically sets character display to OFF.
Texture label X coordinate Y coordinate Fade seconds
BgEventOff Hides event graphics.
It does not cancel
event graphics display mode.
Fade seconds
Sprite Displays sprite. Sprite name.
Make sure it is not the same name as another sprite
Texture label Display layer name X coordinate Y coordinate Fade seconds
SpriteOff Hides sprite. Sprite name.
If empty, hides all sprites
Fade seconds
Se Plays SE SE label
Bgm Plays BGM BGM label
StopBgm Stops BGM Fade seconds
Ambience Plays ambience sound Ambience sound label
StopAmbience Stops ambience sound Fade seconds
StopSound Stops sounds (BGM and ambience sounds) Fade seconds
Wait Waits for the specified time Number of seconds to wait
WaitInput Waits for click Number of seconds to cancel wait
ShowMessageWindow Displays message window
HideMessageWindow Hides message window
InitMessageWindow Used when you want to use multiple message windows. Window name 1 name 2 name 3 name 4 name 5 name 6
ChangeMessageWindow Changes the message window to be used Message window name
ShowMenuButton Displays menu button
HideMenuButton Hides menu button
GuiActive Sets GUI active status to ON or OFF. GUI object name Active ON or OFF
GuiPosition Changes GUI position GUI object name X coordinate Y coordinate
GuiSize Changes GUI size GUI object name Width Height
GuiReset Resets GUI to its initial state GUI object name
FadeIn Fades in color to cover the whole screen Fade color Fade seconds
FadeOut Fades out color for the whole screen Fade color Fade seconds
Shake Shakes the screen and characters Name of the objects to shake Parameter waitType
Tween Converts the display objects into
Tween animation
Name of objects to tween Type Parameter easeType loopType waitType
Movie Plays movie Name of movie file
Param Calculates parameters such as flags Calculation formula
Jump Jumps to the specified scenario label Scenario label to jump to Conditional expression
JumpRandom Jumps randomly (automatic branching). Scenario label to jump to Conditional expression Degree of probability
JumpSubroutine Jumps to specified subroutine Subroutine name to jump to Conditional expression Where to jump to after the subroutine has finished
Selection Displays a choice Scenario label to jump to Conditional expression Calculation formula to be executed
if selected
SelectionClick Converts a display object into a choice Scenario label to jump to Conditional expression Calculation formula to be executed
if selected
Object name
If Starts ‘If’ clause Logical expression for determining ‘if’ value
ElseIf Starts ‘ElseIf’ clause Logical expression for determining ‘if’ value
Else Starts ‘Else’ clause
EndIf Ends ‘If’ clause
EndSceneGallery Denotes the end of a recall scene
EndScenario Denotes the end of a scenario
SendMessage SendMessage to an object
configured beforehand
outside AdvEngine.
Used for simple extension functionality
Name for identification Optional Optional Optional Optional Optional
SendMessageByName SendMessage to
any object within a scene.
Used for extension functionality, and easier to use than SendMessage.
Object name Method name to be called Optional Optional Optional Optional
// If the beginning of a command has the // characters,
the data on that row is treated as a comment