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Textboxes

 
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PostPosted: Sat Jan 02, 2010 1:59 pm    Post subject: Textboxes Reply with quote

How do I make the words in the textboxes appear SLOOOOWLY, instead of lightening quick? Everyone complains about how hard the text is to read.
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Calehay
...yeah.
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Joined: 07 Jul 2004
Posts: 549

PostPosted: Mon Jan 04, 2010 3:34 pm    Post subject: Reply with quote

Unfortunately, the OHRRPGCE doesn't have the ability to change text display speeds at the moment. It's definitely a feature I'd love to see added someday. It is possible to fake it with plotscripting, but will most likely be more trouble than it is worth.
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PostPosted: Tue Jan 05, 2010 1:23 pm    Post subject: Reply with quote

Oookay... How do I fake it?? I am half-decent at plotscripting and would do anything to fix this.
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Tue Jan 05, 2010 2:44 pm    Post subject: Reply with quote

You'll need to use strings and the "string from textbox" command. If you are half-decent at plotscripting, it should be more annoying than hard.

(actually, it's not that annoying or hard, but the one or two times I've done something along these lines, I end up feature-bloating the script. I probably have an implementation lying around somewhere, too)
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed Jan 06, 2010 4:44 am    Post subject: Reply with quote

Manual textbox script

Nice looking script which I sadly never remembered to use. Add it to 'Example Scripts'?

It's probably also possible to do this without emulating the real textbox, by modifying the actual textbox as it displays, using lookup slice(sl:textbox text). Hint: I just checked, the text slice contains the full text of the text at all times, but the number of lines drawn is limited by a slice property not exposed to plotscripting. You could read the text, then wipe it and spit it back out one character or word at a time.
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Wed Jan 06, 2010 8:31 am    Post subject: Reply with quote

Ah, yes, that was my script. Feel free to use it.
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Tue Jan 12, 2010 12:08 am    Post subject: Reply with quote

The original Aftermath had a fully custom textbox system that did this (and allowed you to set textbox speed in game), but a lack of 'read textbox conditional' and 'read textbox next' caused it to be janky.

i solved it by putting this data in lower lines of the textbox, so as an example one textbox would look like:

----------------------------------
Hey buddy how are you doing on
this fine day in the suburbs?
12
2
14
----------------------------------

This would go to textbox 12 next (textbox would close if that number was a 0) unless tag 2 was set, then it would go to textbox 14.

I have since realized that I could set it up more like this:

----------------------------------
Hey buddy how are you doing on
this fine day in the suburbs? I am
doing fine now that I have so much
more room to just blab and blab
12,2,14
----------------------------------

But then I thought, what if I wanted it to call a script or add an item? I suppose I could do it with ID numbers and something like 'script14' but dear god... that would be no fun at all to code. maybe it wouldnt be so bad if i made it use arguments, i.e. :

----------------------------------
Hey buddy how are you doing on
this fine day in the suburbs? I am
doing fine now that I have so much
more room to just blab and blab
12,2,14
14,20,3
----------------------------------

and then made script 14 give you 20 of item 3.

but dear god, how tedious.

The real thing that would make me jump back into it and release something for everyone would be if we had a 'mask slice' command of some sort, where only the parts of a slice in certain coordinates would show up.

This would allow scrolling through the whole previous conversation, easily, and would be awesome.
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