UI (functions)/Speakers
This page documents the ScriptUI class for Lua scripting.
As a singleton class, it can be accessed from Lua with UI.
ExportSpeakerSettings
UI:ExportSpeakerSettings()
Exports the speaker settings as a lua table.
Returns
| Type | Description |
|---|---|
| NLua.LuaTable |
ImportSpeakerSettings
UI:ImportSpeakerSettings(tbl)
Imports speaker settings from a lua table.
Parameters
| Name | Type | Description |
|---|---|---|
| NLua.LuaTable | NLua.LuaTable |
ResetSpeaker
UI:ResetSpeaker(keysound)
Clears the current speaker, so none is displayed the next time TextDialogue is called.
This also resets any custom dialogue box positions, portrait positions, and choice positions.
Parameters
| Name | Type | Description |
|---|---|---|
| System.Boolean | System.Boolean | If turned on, the text from the dialogue boxes make sounds. Default is on. |
SetSpeaker
UI:SetSpeaker(name, keysound, specie, form, skin, gender)
Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
Parameters
| Name | Type | Description |
|---|---|---|
| System.String | System.String | Speaker name. |
| System.Boolean | System.Boolean | If set to true, plays sounds when text appears. |
| System.String | System.String | Species of the speaker |
| System.Int32 | System.Int32 | Form of the speaker |
| System.String | System.String | Skin of the speaker |
| RogueEssence.Data.Gender | RogueEssence.Data.Gender | Gender of the speaker |
SetSpeaker
UI:SetSpeaker(chara, keysound)
Sets the speaker to be displayed during the following calls to the TextDialogue functions.
It takes an existing GroundChar as a parameter.
It resets speaker emotion.
Parameters
| Name | Type | Description |
|---|---|---|
| RogueEssence.Ground.GroundChar | RogueEssence.Ground.GroundChar | Character to set as speaker. This is a character in a ground map. |
| System.Boolean | System.Boolean | If set to true, plays sounds when text appears. |
SetSpeaker
UI:SetSpeaker(chara, keysound)
Sets the speaker to be displayed during the following calls to the TextDialogue functions.
It takes an existing Character as a parameter.
It resets speaker emotion.
Parameters
| Name | Type | Description |
|---|---|---|
| RogueEssence.Dungeon.Character | RogueEssence.Dungeon.Character | Character to set as speaker. This is a character in a dungeon map. |
| System.Boolean | System.Boolean | If set to true, plays sounds when text appears. |
SetSpeakerReverse
UI:SetSpeakerReverse(reverse)
Reverses the speaker orientation to face left instead of right. This depends on the boolean passed in.
Parameters
| Name | Type | Description |
|---|---|---|
| System.Boolean | System.Boolean | Faces right if false, left if true. |
SetChoiceLoc
UI:SetChoiceLoc(x, y)
Sets the position of the choices for a question dialog.
Parameters
| Name | Type | Description |
|---|---|---|
| System.Int32 | System.Int32 | The X position |
| System.Int32 | System.Int32 | The Y position |
ResetChoiceLoc
UI:ResetChoiceLoc()
Sets the position of the choices for a question dialog back to default.
SetBounds
UI:SetBounds(x, y, width, height)
Sets the position and size of the dialogue box.
Parameters
| Name | Type | Description |
|---|---|---|
| System.Int32 | System.Int32 | The X position of the box |
| System.Int32 | System.Int32 | The Y position of the box |
| System.Int32 | System.Int32 | Width of the box |
| System.Int32 | System.Int32 | Height of the box |
ResetBounds
UI:ResetBounds()
Resets the position and size of the dialogue box.
SetCenter
UI:SetCenter(centerH, centerV)
Sets the centering of the text in the textbox.
Parameters
| Name | Type | Description |
|---|---|---|
| System.Boolean | System.Boolean | Horizontal centering |
| System.Boolean | System.Boolean | Vertical centering |
SetSpeakerLoc
UI:SetSpeakerLoc(x, y)
Sets the position of the speaker in a dialogue box.
Parameters
| Name | Type | Description |
|---|---|---|
| System.Int32 | System.Int32 | The X position |
| System.Int32 | System.Int32 | The Y position |
ResetSpeakerLoc
UI:ResetSpeakerLoc()
Resets the position of the speaker in a dialogue box.
SetSpeakerEmotion
UI:SetSpeakerEmotion(emo, reverse)
Sets the emotion of the speaker in the dialogue box.
Parameters
| Name | Type | Description |
|---|---|---|
| System.String | System.String | Emotion to display |
| System.Boolean | System.Boolean | Faces right if false, left if true. |
SetAutoFinish
UI:SetAutoFinish(autoFinish)
Makes the text automatically finish when it shows up.
Parameters
| Name | Type | Description |
|---|---|---|
| System.Boolean | System.Boolean | Auto-finishes text if true. |
SetSe
UI:SetSe(newSe, speakTime)
Sets the speaker sound effect and speak frames played in the TextDialogue functions.
Parameters
| Name | Type | Description |
|---|---|---|
| System.String | System.String | The sound effect of the box |
| System.Int32 | System.Int32 | The amount of frames to wait between each sound effect |
SetSe
UI:SetSe(newSe)
Sets the speaker sound effect played in the TextDialogue functions.
Parameters
| Name | Type | Description |
|---|---|---|
| System.String | System.String | The sound effect of the box |
SetSpeakTime
UI:SetSpeakTime(speakTime)
Sets the speak frames played in the TextDialogue functions.
Parameters
| Name | Type | Description |
|---|---|---|
| System.Int32 | System.Int32 | The amount of frames to wait between each sound effect |
ResetSe
UI:ResetSe()
Resets to the default speaker sound effect and speaker frames.
WaitDialog
UI:WaitDialog()
Displays the currently set dialogue box and waits for the player to complete it.
Returns
| Type | Description |
|---|---|
| NLua.LuaFunction |
References
https://github.com/RogueCollab/RogueEssence/blob/master/RogueEssence/Lua/ScriptUISpeakers.cs
