Gametext: Difference between revisions
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Example code: | Example code: | ||
<pre> | |||
setvar x 0 | setvar x 0 | ||
setvar y 100 | setvar y 100 | ||
setvar shade 0 | setvar shade 0 | ||
setvar pal 0 | setvar pal 0 | ||
setvar tilenum STARTALPHANUM | setvar tilenum STARTALPHANUM | ||
setvar orientation 26 | setvar orientation 26 | ||
setvar TEMP 100 | setvar TEMP 100 | ||
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim | digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim | ||
</pre> | |||
Please note that as with [[digitalnumber]], [[minitext]] and friends, gametext only works during [[events]]. | Please note that as with [[digitalnumber]], [[minitext]] and friends, gametext only works during [[events]]. |
Revision as of 01:26, 7 September 2005
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> is.. hard to explain. Play with values like 16 and 26.
<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.