Function in a dialog (SOLVED)

Started by Joseph, Mon 24/08/2009 22:55:24

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Khris

You could use a dummy character for display calls.
I'd still like to see the complete function body though.

Joseph

Hey!
I used your suggestions...

This is what I did:

Put this in my GlobalScript.ash:
Code: ags

import function ResetTextGUI();


Placed this sucker in my GlobalScript.asc:

Code: ags

function ResetTextGUI() 
{
   SetTextWindowGUI (7);
   Game.SpeechFont = eFontNormal;
}


so...after every dialog I just call that to set the text back to default.

Thanks everyone!

:)
Spread the love...One.Turtle.At.A.Time.
http://www.youtube.com/watch?v=y0A77rohcyg

monkey0506

I wasn't entirely certain exactly what you were trying to accomplish here, but glad you got it sorted out.

From what I understand you basically are just implementing a custom method so that each character's speech can appear in a customized way unique to that character (which isn't a bad idea, nice effect). I'd just like to make sure you understand Joseph that the reason you can't just use else clause to reset the default is because you're not going to call the (extender) function without having to use a valid character. Thereby you would never call the code to reset the defaults.

Anyway, it's great you got it working now.

Joseph

Hey Monkey,

Sorry if I wasnt very clear...Ive been watching too many movies of turtles lately and it tends to mess me up quite a bit (see the link) LOL!!

Thanks for you help though, I *think* I understand what you mean with never calling the code.

Spread the love...One.Turtle.At.A.Time.
http://www.youtube.com/watch?v=y0A77rohcyg

AdamM

Sorry about the 'string' 'String' confusion; I'm very bad at checking my scripts :D

I'm glad my SayCustomFont function worked for you though.

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