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Add textbuttons() script command, make Violet's ENTER dialogue dynamic
Violet's dialogue now looks like this:
squeak(purple)
text(purple,0,0,2)
Remember that you can press {b_map}
to check where you are on the map!
position(purple,above)
textbuttons()
speak_active
The new textbuttons() command sets the next textbox to replace {b_map}
with the map button, and {b_int} with the interact button. The
remaining keys would be added as soon as they need to be added to
ActionSets.h as well.
This commit is contained in:
committed by
Misa Elizabeth Kai
parent
3354a1a352
commit
620365614d
@@ -76,10 +76,11 @@
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<cutscene id="bigopenworldskip" explanation="">
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<dialogue speaker="purple" english="I'll be right here if you need any help!" translation=""/>
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</cutscene>
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<cutscene id="talkpurple_intro" explanation="">
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<cutscene id="talkpurple_intro" explanation="***ENTER is OUTDATED***">
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<dialogue speaker="player" english="I'm feeling a bit overwhelmed, Doctor." translation=""/>
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<dialogue speaker="player" english="Where do I begin?" translation=""/>
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<dialogue speaker="purple" english="Remember that you can press ENTER to check where you are on the map!" translation=""/>
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<dialogue speaker="purple" english="Remember that you can press {b_map} to check where you are on the map!" translation=""/>
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<dialogue speaker="purple" english="Look for areas where the rest of the crew might be..." translation=""/>
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<dialogue speaker="purple" english="If you get lost, you can get back to the ship from any teleporter." translation=""/>
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<dialogue speaker="purple" english="And don't worry! We'll find everyone!" translation=""/>
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