In this menu you can customize the visual display of the text box.

Use the Up and Down arrow keys (or PgUp, PgDn, Home, and End) to navigate the menu.

Use the Left and Right arrow keys to change values, or you can type in numbers. The text box will act as a preview for what the player will see.

Position: Change the vertical position of the text box onscreen.

Text Color: Choose the color of the text. Press ENTER or SPACE to see the whole palette to choose from.

=Box=

Show Box: You can optionally turn off the box to just show the text alone.

Translucent: You can optionally make the textbox's background color "translucent".

Box Style: Choose the color of the textbox background.  There are only 15 choices (0-14), but you can change them in the Graphics Editor under User Interface Colors.

Box Shrink: Change the vertical height of the box.  0 signifies no shrink, and is the largest a text box can be. Going left from 0, or pressing -, sets the shrink to "auto" which means the text box will size itself to fit snugly around the last line of text.

=Backdrop=

Backdrop: Choose a special fullscreen backdrop to be displayed while this text box is present. Import backdrops in the Graphics Editor.

Transparent Backdrop: This only matters if the text box has a backdrop. If YES, color 0 will be transparent, and will allow the map to show through behind the backdrop.

=Portrait=

Type: You can show a character portrait attached to the text box. Draw your portraits in the Graphics Editor first.

 * Fixed - Just pick a spriteset ID.

 * Hero (by ID) - The spriteset will
  be the portrait belonging to a fixed
  hero ID. Use this if you know who
  will be speaking.

 * Hero (by caterpillar order) -
  The portrait spriteset will be
  the portrait defined for a hero in
  the caterpillar party (0-3, empty
  slots are skipped), at the time the
  textbox is opened.
  Use this if you want a hero to
  speak but can't be sure which hero
  the player will be using.

 * Hero (by party order) - Same as
  above except that empty slots in
  the party are NOT skipped, and you
  can choose heroes not in the
  current walkabout party.

Frame ID: Which frame in the spriteset to display.
This is NOT the frame number, each frame has an Frame ID displayed in the spriteset editor.
Frames are arranged into groups, if you specify a frame ID that doesn't exist then the last frame in the same group is used, or the very first frame if that group is entirely missing.
You could use groups for similar images to get reasonable fallbacks. For example, you can use frame 100 (1st frame in 2nd group) for 'Bored' and 101 for 'Sleepy', so that 100 is used if 101 is missing.

Palette: "default" is the 16-color palette you used to draw the portrait, but you can change it with the arrow keys or by pressing ENTER or SPACE to browse your available palettes.

Box: Choose whether or not to show a box around the portrait.

Position Portrait: Position where the portrait will appear onscreen.

=Audio=

Music: Choose a special song to start playing when this text box is displayed. You can also use the "silence" option to stop the song instead. Import songs in the Main Menu.

Restore Map Music Afterwards: You can set this text box to restore the map's ambient music after the textbox is displayed. Works even if Music is None. Set the map's ambient music in the Map Editor.

Sound Effect: Choose a special sound effect to play when this text box is displayed.

Stop Sound Afterwards: Have the game automatically stop the sound effect when the player proceeds past this text box.

Line Sound: Choose a sound played as each non-blank textbox line is displayed (aside from the first). If "default", the global textbox line sound is used.
