UI (functions)/Speakers
From PMDOWiki
ResetSpeaker
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.
Argument order is UI:ResetSpeaker(keysound).
Arguments
| Name | Type | Technical Type | Purpose |
|---|---|---|---|
| keysound | Boolean | System.Boolean
|
If turned on, the text from the dialogue boxes make sounds. Default is on. |
SetSpeaker
Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
Context 1
Defines the speaker from set parameters.
Argument order is UI:SetSpeaker(name, keysound, species, form, skin, gender).
| Name | Type | Technical Type | Purpose |
|---|---|---|---|
| name | String | System.String
|
Speaker name. |
| keysound | Boolean | System.Boolean
|
Plays sounds when text appears. |
| species | String | System.String
|
Species of the speaker. |
| form | Integer | System.Int32
|
Form of the speaker |
| skin | String | System.String
|
Skin of the speaker |
| gender | Gender | RogueEssence.Data.Gender
|
Gender of the speaker |
Context 2
Defines the speaker from a pre-existing character.
Argument order is UI:SetSpeaker(chara, keysound).
| Name | Type | Technical Type | Purpose |
|---|---|---|---|
| chara | Dungeon Character OR Ground Character | RogueEssence.Dungeon.Character, RogueEssence.Ground.GroundChar
|
Character to speak |
| keysound | Boolean | System.Boolean
|
True to play sound when text appears, false otherwise. |
SetSpeakerReverse
Reverses the speaker orientation to face left instead of right. This depends on the boolean passed in.
Argument order is UI:SetSpeakerReverse(reverse).
Arguments
| Name | Type | Technical Type | Purpose |
|---|---|---|---|
| reverse | Boolean | System.Boolean
|
Faces right if false, left if true. |
