This just happened to me as well! I don't know what caused it.
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Show posts MenuQuote- Dialog scripts now too can open help topics for keywords or script functions under cursor on F1.
Quote- Dialog scripts now too can open help topics for keywords or script functions under cursor on F1.
Quote from: Snarky on Sat 07/05/2022 07:22:19
It still doesn't look quite right to me. The green border has a gap on the lower left side and a near-gap on the upper right side (right above/below the cut-off corner), and a "bright dot" where it looks like it's being drawn double for a couple of pixels on the lower right side. But maybe that's intentional, or at least baked into the sprite assets? But there's also a transparent horizontal line across the top, between the border and the text.
this.border_top = 15;
this.border_bottom = 5;
this.border_left = 30;
this.border_right = 30;
this.border_visible = true;
this.border_color = -1;
// Background
// set bg_img_transparency to -1 if you're using 32-bit graphics and
// want to preserve the alpha channel
this.bg_img = 6503;
this.bg_img_scaling = 0;
this.bg_img_transparency = -1;
this.bg_color = -1;
// optional autosize, overrides your width and height setting
// also overrides the position of your scrolling - arrows
this.autosize_height = true;
this.autosize_width = true;
this.autosize_minheight = 10;
this.autosize_maxheight = 1500;
this.autosize_minwidth = 300;
this.autosize_maxwidth = 900;
Quote
function setupDialog(this Dialog*) // This tells the game what dialog is currently being run, called at the Dialog startup entry point
{
game.show_single_dialog_option=1;
currentDialog=this.ID;
}
function myOptionOn(int option) // turns a dialog option on
{
dialog[currentDialog].SetOptionState(option, eOptionOn);
}
function myOptionOff(int option, bool forever) //turns dialog option off
{
if (forever==false)
dialog[currentDialog].SetOptionState(option, eOptionOff);
else
dialog[currentDialog].SetOptionState(option, eOptionOffForever);
}
function oneDialog(int option) //remove all dialogs, then add a single one which plays right away.
{
game.show_single_dialog_option=0;
int x=1;
dialog[currentDialog].SetOptionState(option, eOptionOn);
while (x<=dialog[currentDialog].OptionCount)
{
if (x != option) dialog[currentDialog].SetOptionState(x, eOptionOff);
x++;
}
}
function threeDialog(int option1, int option2, int option3) //remove all dialogs, then add three to be displayed
{
game.show_single_dialog_option=1;
int x=1;
while (x<=dialog[currentDialog].OptionCount)
{
dialog[currentDialog].SetOptionState(x, eOptionOff);
x++;
}
dialog[currentDialog].SetOptionState(option1, eOptionOn);
dialog[currentDialog].SetOptionState(option2, eOptionOn);
dialog[currentDialog].SetOptionState(option3, eOptionOn);
}
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