CharacterFonts: Difference between revisions
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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}} |
Revision as of 06:55, 31 October 2006
The Fonts module 27485 by Alynn allows a user to set individual fonts to each character, and display those fonts while talking.
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. ------------------------------------------------------------------