UI (functions)/Speakers
From PMDOWiki
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
keysound: 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 speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
Arguments
name: Speaker name.keysound: Plays sounds when text appears.specie: Species of the speakerform: Form of the speakerskin: Skin of the speakergender: Gender of the speaker
UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean)
Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
Arguments
chara: Character to set as speaker. This is a character in a ground map.keysound: Plays sounds when text appears.
UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean)
Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
Arguments
chara: Character to set as speaker. This is a character in a dungeon map.keysound: Plays sounds when text appears.
UI:SetSpeakerReverse(System.Boolean)
Reverses the speaker orientation to face left instead of right. This depends on the boolean passed in.
Arguments
reverse: Faces right if false, left if true.
