Gametext: Difference between revisions
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gametext <tilenum> <x> <y> <quote> <shade> <pal> <orientation> <x1> <y1> <x2> <y2> | gametext <tilenum> <x> <y> <quote> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2> | ||
Prints a defined quote to the screen. | Prints a defined quote to the screen. | ||
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<shade> and <pal> are obviously shade and palette. | <shade> and <pal> are obviously shade and palette. | ||
<orientation> is | <[[orientation]]> controls the way the sprite is drawn (see entry). | ||
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn. | <x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn. |
Revision as of 10:05, 26 July 2006
gametext <tilenum> <x> <y> <quote> <shade> <pal> <orientation> <x1> <y1> <x2> <y2>
Prints a defined quote to the screen.
<tilenum> is the first tile of a sequence of characters. See tile 2822 for an example.
<x> and <y> are on-screen coordinates.
<quote> is the quote to print, as defined by definequote.
<shade> and <pal> are obviously shade and palette.
<orientation> controls the way the sprite is drawn (see entry).
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn.
Example code:
setvar x 0 setvar y 100 setvar shade 0 setvar pal 0 setvar tilenum STARTALPHANUM setvar orientation 26 setvar TEMP 100 digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
Please note that as with digitalnumber, minitext and friends, gametext only works during events.