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EvilEngine/TEXT: Difference between revisions
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The text can be formatted by introducing tags. The tags are usually in the format:
{''<variable
{''<variable
{''<variable>''=''<value>''}
{''<variable>''}
They usually either affect the text coming immediately after it, or insert something in the text (such as an image or variable).
===Tag List (incomplete)===
The tags and variables placed in [brackets] are optional. Vectors are represented by comma-separated values.
{| class="wikitable sortable"
! Tag Format !!
|-
|
{
{
|| Tag name
|| Resets a previously changed tag to default. Possible tags:
* auto-wait
* color, c
* tex
|-
|
{color=''<value>''}
{c=''<value>''}
|| Hex Color (4 bytes, ''AARRGGBB'')
|| Customizes the text color.
|-
|
{red:''<
{r:''<value>''}
|| Float (range: 0 to 1)
|| Customizes the red component of the text color.
|-
|
{green=''<
{g=''<value>''}
|| Float (range: 0 to 1)
|| Customizes the green component of the text color.
|-
|
{blue=''<
{b=''<value>''}
|| Float (range: 0 to 1)
|| Customizes the blue component of the text color.
|-
|
{alpha*=''<value>''}
|| Float (range: 0 to 1)
|| Customizes the alpha component of the text color.
|-
|
{auto_wait=off}
|| None
|| ?
|-
|
{
|| Integer
|| ?
|-
|
{h''<value>''}
|| Float
|| ?
|-
|
{insert:''<value>''}
{i:''<value>''}
|| [[TEXT]] Asset Name
|| Inserts text in the specified asset. {i:keyword}, for example, inserts the '''keyword''' text (which is an asset in boot.HIP) that doesn't contain actual text but sets the text color to a shade of red.
|-
|
{tex:''<value1>''[;scale=''<value2>'';dst=''<value3>'';off=''<value4>'']}
|| [[RWTX]] Asset Name; Unknown; Vector4 (Unknown); Vector2 (Unknown)
|| Places a texture in the text (such as an image of a button).
|-
|
{n}
|| None
||
|-
|
{page_break}
{pb}
|| None
|| Inserts page break character
|-
|
{prompt}
|| None
|| ?
|-
|
{pulse=''<value1>'';x=''<value2>'';y=''<value3>''}
|| Vector2, Vector3, Vector3
|| ?
|-
|
{signal:''<value>''[;need])
|| Integer
|| Unknown; camera?
|-
|
{sound:''<
|| [[SNDS]] Asset Name
|| Defines sound (usually a voice line) to play when this line is reached.
|-
Line 96 ⟶ 130:
|-
|
{
|| ?
|| ?
|-
|
{timer:''<value>''}
|| [[TIMR]] Asset Name
||
|-
|
{var:''<value>''}
|| Variable
|| Inserts one of the following possible variables:
* ActivePad
* BadCard
* BadCardAvailable
* BadCardNeeded
* CorruptFileName
* CurrentArea
* CurrentDate
* CurrentLevelCollectable
* CurrentLevelPatsSocks
* CurrentScene
* CurrentTime
* GameSlot0
* GameSlot1
* GameSlot2
* GameSlot3
* GameSlot4
* GameSlot5
* GameSlot6
* GameSlot7
* MCAccessType
* MCAutoSaveCard
* MCName
* MCPS2MaxSpace
* MCPS2MinSpace
* MCSelectedCard
* MCSelectedGame
* PlayerHeShe
* PlayerName
* PlayerPosition
* SelectedArea
* ShinyCount
* ShinyCountText
* SoundFXVolume
* SoundMusicVolume
* SpaceAvailable
* SpaceAvailableString
* SpaceNeeded
* TotalPatsSocks
|-
|
{w''<value>''}
|| Float
|| ?
|-
|
{wait[:<value>];prompt[=yesno]}
|| Float
|| ?
|-
|
{xj=right}
|| None
|| ?
|}
|