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.