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synced 2026-01-31 02:14:09 +03:00
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
@@ -4,6 +4,7 @@
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#include <limits.h>
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#include <SDL_timer.h>
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#include "Alloc.h"
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#include "Constants.h"
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#include "CustomLevels.h"
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#include "Editor.h"
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@@ -48,6 +49,7 @@ scriptclass::scriptclass(void)
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textpad_right = 0;
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textpadtowidth = 0;
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textcase = 1;
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textbuttons = false;
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textlarge = false;
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}
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@@ -798,6 +800,12 @@ void scriptclass::run(void)
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|| key.isDown(KEYBOARD_UP) || key.isDown(KEYBOARD_DOWN)) game.jumpheld = true;
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}
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game.backgroundtext = false;
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if (textbuttons)
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{
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graphics.textboxbuttons();
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}
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textbuttons = false;
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}
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else if (words[0] == "endtext")
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{
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@@ -2427,6 +2435,11 @@ void scriptclass::run(void)
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}
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}
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}
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else if (words[0] == "textbuttons")
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{
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// Parse buttons in the next textbox
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textbuttons = true;
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}
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else if (words[0] == "textcase")
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{
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// Used to disambiguate identical textboxes for translations (1 by default)
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