Font colors for dialog options

Started by GarageGothic, Fri 12/11/2004 16:11:41

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GarageGothic

Just checking with you guys before posting this as a feature suggestion:
Is there any way to give dialog options different colors (so that ones already clicked will display a different color than those not tried)?


GarageGothic

Heh, thanks. Good thing I didn't get around to suggesting it yet - I had actually searched through the "to do" list, but apparently my search word, "dialog option" wasn't part of the description.

monkey0506

Ok... To avoid looking like an idiot (again...), I'm going to post here versus starting a new topic. Can you currently change the dialog option color at all? Or is that part of what the feature strazer posted about would implement, in addition to the option to changing the "followed link" color? Would it alternatively be possible to just put some sort of tint over the GUI?

NOTE: I have read the manual AND searched the forums before posting.

Goot

The dialog options are set to the player character's talking color when the mouse isn't over them. When the mouse is over them, it's the GUI's foreground color. (Default is yellow I think).

monkey0506

Ok... Is there a way to change it independently of the player's talking color? Because I want the player's talking color to be 15, but the dialog option color to be 31055... Thanks for the reply...

Scummbuddy

I dont have the help file with me, but I suppose, if there is such a function, you could call SetCharacterTalkColor each time before and after the dialogs.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Goot

I think you mean SetTalkingColor rather than SetCharacterTalkColor. And yes, that would work. Just make 2 dialog requests scripts one for talking color, and insert them into the dialog at the approapriate places.

monkey0506

Ok... That works. And the topic option text was still displayed in 31055, so I just un-checked the "Say" box, and repeated the text in the dialog script. So that works. Thanks!  ;D

monkey0506

Quote from: Goot on Wed 17/11/2004 02:22:22
The dialog options are set to the player character's talking color when the mouse isn't over them. When the mouse is over them, it's the GUI's foreground color. (Default is yellow I think).

Sorry about this double post, but I have a question now. Is it possible to change the "highlight" color? Goot seemed to think it was the GUI's foreground color, but when I set the GUI foreground color to 13 for my dialog GUI, the highlight remains yellow. I searched the forums and someone (back in March) said that "game.dialog_option_highlight_color" was on the to-do list, but it's not in the manual. Please help...

strazer

Afaik, the GUI foreground color only acts as highlight color if the GUI is set to "Text Window" style.

monkey0506

Ok. That works for the color, but if I use a text window I can't set the GUI's position or size.

(I tried:
Code: ags

    SetGUIPosition(DIALOG, 0, 145);
    SetGUISize(DIALOG, 320, 55);

But the game just overrides the command...) I did come up with a different idea using a label, but, unless you can somehow find out what the text of a dialog topic is, it would require all the text of every dialog topic to be stored in the global script so the label text could be set appropriately. :-\

simulacra

Does this mean that it is impossible to change the default yellow highlight without having to make a custom dialog GUI?

monkey0506

Unless you use a text window it is impossible to change the highlight color without changing the method by which the dialogs are handled (a.k.a. rescripting the dialog system).  Which I began just after these posts... (See Scrolling Dialog Template and posts in regards to WIP DialogScroll SM).

simulacra

Oh my. I guess I will have to stick with icky yellow.

monkey0506

Well, I guess you'll do what you have to... :=

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