UI (functions)/Speakers: Difference between revisions

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Created page with "== UI:ResetSpeaker(System.Boolean) == 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. === Arguments === * <code>keysound</code>: If turned on, the text from the dialogue boxes make sounds. Default is on. == UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) == Sets the spea..."
 
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== UI:ResetSpeaker(System.Boolean) ==
== 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.


Clears the current speaker, so none is displayed the next time TextDialogue is called.
{{FuncUsage|nmspace=UI|nm=ResetSpeaker|args=keysound}}
This also resets any custom dialogue box positions, portrait positions, and choice positions.
 


=== Arguments ===
=== Arguments ===
{| class="wikitable"
{{ArgHeader}}
{{ArgRow
|name=keysound
|type=Boolean
|techt=System.Boolean
|purp=If turned on, the text from the dialogue boxes make sounds.  Default is on.
}}
|}


* <code>keysound</code>: If turned on, the text from the dialogue boxes make sounds.  Default is on.
== SetSpeaker ==
 
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==
 


Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.
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.


=== Arguments ===
{{FuncUsage|nmspace=UI|nm=SetSpeaker|args=name, keysound, species, form, skin, gender}}
 
* <code>name</code>: Speaker name.
* <code>keysound</code>: Plays sounds when text appears.
* <code>specie</code>: Species of the speaker
* <code>form</code>: Form of the speaker
* <code>skin</code>: Skin of the speaker
* <code>gender</code>: Gender of the speaker
 
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==


{| class="wikitable"
{{ArgHeader}}
{{ArgRow
|name=name
|type=String
|techt=System.String
|purp=Speaker name.
}}
{{ArgRow
|name=keysound
|type=Boolean
|techt=System.Boolean
|purp=Plays sounds when text appears.
}}
{{ArgRow
|name=species
|type=String
|techt=System.String
|purp=Species of the speaker.
}}
{{ArgRow
|name=form
|type=Integer
|techt=System.Int32
|purp=Form of the speaker
}}
{{ArgRow
|name=skin
|type=String
|techt=System.String
|purp=Skin of the speaker
}}
{{ArgRow
|name=gender
|type=Gender
|techt=RogueEssence.Data.Gender
|purp=Gender of the speaker
}}
|}


Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.
=== Context 2 ===
Defines the speaker from a pre-existing character.


{{FuncUsage|nmspace=UI|nm=SetSpeaker|args=chara, keysound}}


=== Arguments ===
{|class="wikitable"
{{ArgHeader}}
{{ArgRow
|name=chara
|type=Dungeon Character OR Ground Character
|techt=RogueEssence.Dungeon.Character, RogueEssence.Ground.GroundChar
|purp=Character to speak
}}
{{ArgRow
|name=keysound
|type=Boolean
|techt=System.Boolean
|purp=True to play sound when text appears, false otherwise.
}}
|}


* <code>chara</code>: Character to set as speaker. This is a character in a ground map.
== SetSpeakerReverse ==
* <code>keysound</code>: Plays sounds when text appears.


== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==
Reverses the speaker orientation to face left instead of right. This depends on the boolean passed in.
 
 
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.


{{FuncUsage|nmspace=UI|nm=SetSpeakerReverse|args=reverse}}


=== Arguments ===
=== Arguments ===
 
{|class="wikitable"
* <code>chara</code>: Character to set as speaker. This is a character in a dungeon map.
{{ArgHeader}}
* <code>keysound</code>: Plays sounds when text appears.
{{ArgRow
 
|name=reverse
== UI:SetSpeakerReverse(System.Boolean) ==
|type=Boolean
 
|techt=System.Boolean
 
|purp=Faces right if false, left if true.
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.
}}
 
|}
 
=== Arguments ===
 
* <code>reverse</code>: Faces right if false, left if true.

Latest revision as of 05:21, 18 January 2026

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.