text

Description

In a text event, a sequence of text is played, and images can be shown / manupilated.
Text events are the most complicated of all events due to the large number of different commands involved.

Specific Attributes

"parts"


"anim"

When using "anim" on a "char" command, you can specify one of these animations:


Example


  "text": {

    "kaibaMeetsDemon": {
      "micon": "area.webp",
      "image": "mansion.webp",
      "parts": [
        play new music
        {"bgmx": "mansion.mp3"},
        just display text
        {"text": "You find yourself in a big scary mansion!"},
        play demon laugh sound effect
        {"sfxx": "laugh.mp3"},
        
create a new character. The game will remember its "name":"demon". It also appears on screen with the appropriate text, image, and name. {"char": "demon", "src": "evil.webp", "name": "Demon", "text": "It's me! A spooky demon!"}, make the bust image immediately become "norm", without having user click "continue" {"char": "demon", "src": "norm.webp", "immediate": true}, move demon 300 pixels right {"move": "demon", "dist": 30, "speed": 3}, name will still be "Demon", as it has not yet been overwritten {"text": "I shall send you to the shadow realm!"},
New character - same as before, but on the "kaiba" layer. Also, includes a glow. {"char": "kaiba", "name": "Kaiba", "glow": "#0000ff", "src": "kaiba.webp", "text": "Oh no! Not a demon!"}, The name is remembered from before. The glow color is new, so it overwrites the previous glow (which was none). {"char": "demon", "text": "Yes, a Demon!", "glow": "#ff0000"}, Since the kaiba character already had a name and glow, we can exclude them here. {"char": "kaiba", "text": "Time to duel!"}, Since the demon character already had a name and glow, we can exclude them here. Also, make the demon fade out. {"char": "demon", "text": "Mwahahaha!", "anim": "out_fade"} ] } }

Text Effects

As of 3.0.1, you can add extra effects, such as color, to text events.

        "color"          - HexCode EG: {{color:#ff0000:This text is red}}
        "bold"           - EG: {{bold::This text is bold}}
        "italic"         - EG: {{italic::This text is in italics}}
        "overline"       - EG: {{overline::This text is overlined}}
        "underline"      - EG: {{underline::This text is underlined}}
        "strikethrough"  - EG: {{strikethrough::This text has a line through it}}
        "tooltip"        - EG: {{tooltip:This will appear when hovering:Over this part of the text}}
      

This text is red
This text is bold
This text is in italics
This text is overlined
This text is underlined
This text is has a line through it
Over this part of the text

Further Information (Deprecated)

Previously, campaign creators would need to specify these commands somewhat differently. This functionality is still legal in most cases, but should be considered deprecated.


      {"type":"text", "content": "String"}  - make text appear in the text box
      {"type":"name", "content": "String"}  - make text appear in the name box
      {"type":"sfxx", "content": "xxx.mp3"} - play a sound effect from /audio/
      {"type":"vfxx", "content": "out_fade"} - fade out only the first Layer
    

If the event is a single String, it will be assumed to be a single text command (with no music, no background image, etc). This is only really useful for quick testing.


      "text": {
        "oneLiner" : "this is assumed to be a text event",
        "longerVer": "parts": [{"text": "this is the same as the above event, but longer"}]
      }