Gametext: Difference between revisions
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m Reverted edits by 129.123.104.8 (Talk); changed back to last version by DeeperThought |
Hunter byte (talk | contribs) No edit summary |
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<pre> | <pre> | ||
setvar x | setvar x 320 // "x=320" makes text be centered | ||
setvar y 100 | setvar y 100 | ||
setvar shade 0 | setvar shade 0 | ||
Line 25: | Line 25: | ||
setvar orientation 26 | setvar orientation 26 | ||
setvar TEMP 100 | setvar TEMP 100 | ||
redefinequote TEMP This is ^10red // makes the "red" word be tinted, 10 is red. | |||
gametext tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim | gametext tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim | ||
</pre> | </pre> |
Revision as of 13:27, 9 December 2007
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 320 // "x=320" makes text be centered setvar y 100 setvar shade 0 setvar pal 0 setvar tilenum STARTALPHANUM setvar orientation 26 setvar TEMP 100 redefinequote TEMP This is ^10red // makes the "red" word be tinted, 10 is red. gametext 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.