Here’s a list of the colors for reference: Not that most people would have noticed the difference, but I have replaced zero with the letter “o” in my examples because steam formatting omits the number zero when bracketed. In this way, you can highlight the capitalized green while leaving the other two greens (and subsequent lines of text) unaltered. This is actually useful, as it allows you to highlight one or two words while leaving the rest normal. Putting any number that is not between 1 and 31 in the brackets will reset the color to the default. Mouse over any text window to see a list of commands (Note: if you really did just want a “” type “\” This would also affect subsequent lines of text ĭo not leave a “” in the text without an appropriate command following it or it will trigger an error when the conversation comes up. The color will affect any text that comes after it. You can put any number between 1 and 31 in the brackets. Though all of these are useful, My focus is on two of them: c and IĬ is the command to add color to text. some will call various bits of game data to be displayed, such as the name of a party member or a number that you’ve stored in a varriable. Some of them will change the speed of text display. These commands can be inserted into text to alter it. If you mouse-over any “show text” or “scrolling text” window a tootlip listing several helpful commands will appear. It assumes a basic knowledge of the App (meaning, you should know how to create a conversation within an event and edit an item’s icon.) Applying color to text The objective is to teach newcomers a little about the use of icons and colors in text and to give you an idea how they can be applied. Although my examples center on loot and treasure chests, this guide has a broad list of potential applications. ![]() If your script has its own icon drawing methods, then you should update those methods appropriately.A guide for beginners on making text look cool. The function takes the item’s icon index and returns a bitmap, and a new icon index, which are then used to draw the icon. Instead of simply loading “Iconset”, it instead calls this function bitmap, new_icon_index = TH::Custom_Icon_Sheets.load_icon_sheet(icon_index) This script overwrites how icon drawing is done. Now when I load up the game, I will see that my potion is using the custom icon Index is the index of the icon in the specified file.įor example, suppose I have the following icon sheet called “CustomIcons”Īfter looking up the icon index, I want to assign it to my Potion item Name is the exact filename of the icon sheet, without extensions Now that you have set up your icon sheets, you can begin using them. You must also include the default icon sheet to use, Icon_Sheets hash and the width and height of the icons for those sheets. ![]() In the configuration below, add the filenames (without extensions) to the Place any custom icon sheets in your Graphics/System folder. Place this script below Materials and above Main. The icon index utility I use in the example below can be found here Installation ![]() You can even specify different icon sizes for different sheets. Separate your icons into separate files, then load them by name and index! This allows you to organize your icons so that you don’t need to load one large iconset just to draw one icon. ![]() This script allows you to designate which icon sheet you want to draw your icon from.
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