Gametextz

From EDukeWiki
Revision as of 07:03, 26 January 2008 by LordMisfit (talk | contribs) (New page: gametextz <tilenum> <x> <y> <quote> <shade> <pal> <orientation> <x1> <y1> <x2> <y2> <textscale> Prints a defined quote to the screen. <tilenum> is the first tile of a sequence of cha...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

gametextz <tilenum> <x> <y> <quote> <shade> <pal> <orientation> <x1> <y1> <x2> <y2> <textscale>

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.

<textscale> is the scaling size of the text to use. 65536 is full size, 32768 is half size and 131072 is double-size.

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.