Dialogue¶
::: seealso For SpeakersCreation specific functions, see the page Speakers Specific. :::
PlayerSpeaks¶
Puts the player name in the text box header for the next string.
"PlayerSpeaks",
"I don't get to talk very often."
PlayerSpeaksSkill - Combat Only¶
Generally for use in combat events where the skill name is called still, and quotation marks are needed to be removed.
"PlayerSpeaksSkill",
"I don't get to talk very often in combat either."
Speak¶
Displays the given text in the text box header for the following
string of text. Doesn't need to be in
"Speaker":
, see SpeaksFunc for that.
"Speak", "Elena and Elly",
"Paperwork sucks!"
SetStoredColor¶
A given numerical value from 1-7 will
set the corresponding coloredtextmarkup
[StoredColor]
to use the colored specific in the next
value of text. Can be repeated for
every variant of [StoredColor]
.
Can instead provide a value of
"Reset"
to reset all stored colors back to their defaults.
"SetStoredColor", "1", "#fe0000", "5", "#c21196"
"[StoredColor]This is red,[StoredColor5] and this is purple.[ColorEnd], this is back to red[ColorEnd], and this is back to normal."
"SetStoredColor", "Reset",
"[StoredColor] This is now the default pink.[ColorEnd]"
See coloredtextmarkup for more
information on [StoredColor]
.
Tip
You can make use of callscenethenreturn or callscenethenreturn to cleanly set all the colors in a dedicated scene at any point.
SaveNextLine, UseSavedLineInMenu, & DisplaySavedLine¶
Using "SaveNextLine"
saves the next line that's going to be displayed.
Will then automatically be displayed during the next
MenuFunc. This normally does happen
already, but can be useful for more complex cases. See the logic for the
Will-Power Temple's random encounters as an example.
"DisplaySavedLine"
will display the current saved line manually. Was
originally intended for the displaying with menus, but didn't work as
intended. It was left it in just in case.
"UseSavedLineInMenu"
will display the saved line in a menu upon
returning to it, where it'd otherwise not change or display anything at
all. See the logic for the Will-Power Temple's navigation as an
example.