CharacterFonts: Difference between revisions
Put in the script header
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The {{Thread|27485|Character Fonts module}} by Alynn allows a user to set individual fonts to each | The {{Thread|27485|Character Fonts module}} by Alynn allows a user to set individual fonts to each | ||
character, and display those fonts while talking. | character, and display those fonts while talking. | ||
<pre> | |||
Script header for module 'CharacterFonts' | |||
Author: James Favier (Alynn the Yellow Eyed) | |||
Abstract: Allows a user to set individual fonts to each | |||
character, and display those fonts while | |||
talking. | |||
AGS 2.71 and higher | |||
WARNING: | |||
Be sure you assign font numbers that actually exist on | |||
your game, it will break otherwise. Currently there is | |||
no way to check if the font exists beforehand. If that | |||
becomes available later I will incorperate it. | |||
--------------------------------------------------------------- | |||
Functions: | |||
SetCharFont(Character *ch, int font) | |||
This sets the number of the character (ch) and | |||
assigns it the font number (font). | |||
GetCharFont(Character *ch) | |||
Returns the font number currently in use by | |||
the character (ch). | |||
Say(Character *ch, String text) | |||
Works like Character.Say, but assigns the correct | |||
font first. | |||
SayAt(Character *ch, int x, int y, int width, String text) | |||
Works like Character.SayAt, but assigns the correct | |||
font first. | |||
SayBackground(Character *ch, String text) | |||
Works like Character.SayBackground, but assigns the | |||
correct font first. | |||
------------------------------------------------------------------ | |||
Version History: | |||
1.0 Released upon an unsuspecting population | |||
1.1 Should work with AGS 2.71, maxed out the number of | |||
possible characters, now uses pointers for the characters. | |||
------------------------------------------------------------------ | |||
</pre> | |||
{{Module|Dialog}} | {{Module|Dialog}} |