Difference between revisions of "Kill Background Text (CMS)"

From The Official Visionaire Studio: Adventure Game Engine Wiki
(Main Script)
Line 35: Line 35:
 
<syntaxhighlight>
 
<syntaxhighlight>
 
--[[
 
--[[
Kill background text (current character) [v1] (25/02/2014)
+
Kill background text (multiple options) [v3] (30/02/2014)
 
Written by AFRLme [Lee Clarke]
 
Written by AFRLme [Lee Clarke]
 
-- + --
 
-- + --
Line 48: Line 48:
 
txt = {} -- create table
 
txt = {} -- create table
 
txt["_temporary_"] = "" -- set table as temporary
 
txt["_temporary_"] = "" -- set table as temporary
txt["state"] = 0 -- default state of text (0 = normal, 1 = background text)
 
  
-- * function which kills the active text of the current (playable) character * --
+
-- * function which kills active background text (1 = all, 2 =  all characters, 3 = current character) * --
function killCurrentBgText()
+
function killText(val)
  if txt["state"] == 1 then txt["text"]:setValue(VTextActive, false) end
+
  for i = table.maxn(txt), 1, -1 do
 +
  if val == 1 and txt[i]:getBool(VTextActive) then txt[i]:setValue(VTextActive, false) -- all background text
 +
  elseif val == 2 and txt[i]:getBool(VTextActive) and txt[i]:getLink(VTextOwner):getId().tableId == eCharacters then txt[i]:setValue(VTextActive, false) -- all character background text
 +
  elseif val == 3 and txt[i]:getBool(VTextActive) and txt[i]:getLink(VTextOwner):getName() == game:getLink(VGameCurrentCharacter):getName() then txt[i]:setValue(VTextActive, false); break -- current character background text
 +
  end
 +
end
 
end
 
end
  
-- * on text displayed function * --
+
-- * on text display function * --
 
function hText(text)
 
function hText(text)
  if text:getLink(VTextOwner):getId().tableId == eCharacters and text:getLink(VTextOwner):getName() == game:getLink(VGameCurrentCharacter):getName() and text:getBool(VTextBackground) then
+
  if text:getBool(VTextBackground) then table.insert(txt, text) end
  txt["state"] = 1 -- text is now background text
+
-- * --
  txt["text"] = text --store the current text
 
end
 
 
  return false -- prevent text from being repositioned
 
  return false -- prevent text from being repositioned
 
end
 
end
  
-- * on text end function * --
+
-- * function for text finished * --
 
function eText(text)
 
function eText(text)
  if text:getLink(VTextOwner):getId().tableId == eCharacters and text:getLink(VTextOwner):getName() == game:getLink(VGameCurrentCharacter):getName() and text:getBool(VTextBackground) then
+
  for i = table.maxn(txt), 1, -1 do if not txt[i]:getBool(VTextActive) then table.remove(txt, i) end end -- if text is inactive, remove from txt table
  txt["state"] = 0 -- set state back to default value
 
  txt["text"] = nil -- clear text
 
end
 
 
end
 
end
  
 +
-- * event handlers * --
 
registerHookFunction("setTextPosition", "hText") -- event handler for displayed text
 
registerHookFunction("setTextPosition", "hText") -- event handler for displayed text
registerEventHandler("textStopped", "eText") -- event handler for text finished
+
registerEventHandler("textStopped", "eText") -- event handler for finished text
 
</syntaxhighlight>
 
</syntaxhighlight>
  

Revision as of 14:08, 30 March 2014

Name Type By
Kill Background Text (character) Definition AFRLme

This script allows you to call a function which kills the active displayed text (background) of the current character, or all characters.

Additional Info

In regards to the alternative script...
I initially tried adding each text into the txt["char"] table. This would have displayed something like: "text (24,1)", but once the text is no longer active, it ends up being displayed as "-- empty --", which meant I could not select the text & remove it from the table; hence the reason why we are running the getBool(VTextActive) on each table entry - if it returns true then it will set the text to inactive.
 
Additionally I have decided to loop through the table in reverse, on the assumption that the most recent text entries are more likely to be active, as opposed to the earlier entries.
 
the table should be cleared every so often to reduce the workload of the loop iterator.

Instructions

1. Select which script you want to use.

Kill background text (current character)

2. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
3. To kill currently active background text of current character: create an execute a script action containing...

killCurrentBgText()

Kill background text (all characters)

2. Add the alternative script to the Visionaire Studio Script Editor & set the script as a definition script.
3. to do...

Main Script

--[[
Kill background text (multiple options) [v3] (30/02/2014)
Written by AFRLme [Lee Clarke]
-- + --
alternatingfrequencies@hotmail.com | skype @ AFRLme
-- + --
This script is donation optional. In game credit is non-negotiable.
You are free to: ¹ use it in your game(s). ² modify the script.
Do not remove - or edit - this comment block.
--]]

-- * tables * --
txt = {} -- create table
txt["_temporary_"] = "" -- set table as temporary

-- * function which kills active background text (1 = all, 2 =  all characters, 3 = current character) * --
function killText(val)
 for i = table.maxn(txt), 1, -1 do 
  if val == 1 and txt[i]:getBool(VTextActive) then txt[i]:setValue(VTextActive, false) -- all background text
  elseif val == 2 and txt[i]:getBool(VTextActive) and txt[i]:getLink(VTextOwner):getId().tableId == eCharacters then txt[i]:setValue(VTextActive, false) -- all character background text
  elseif val == 3 and txt[i]:getBool(VTextActive) and txt[i]:getLink(VTextOwner):getName() == game:getLink(VGameCurrentCharacter):getName() then txt[i]:setValue(VTextActive, false); break -- current character background text
  end
 end
end

-- * on text display function * --
function hText(text)
 if text:getBool(VTextBackground) then table.insert(txt, text) end
 -- * --
 return false -- prevent text from being repositioned
end

-- * function for text finished * --
function eText(text)
 for i = table.maxn(txt), 1, -1 do if not txt[i]:getBool(VTextActive) then table.remove(txt, i) end end -- if text is inactive, remove from txt table
end

-- * event handlers * --
registerHookFunction("setTextPosition", "hText") -- event handler for displayed text
registerEventHandler("textStopped", "eText") -- event handler for finished text

Alternative Script

--[[
Kill background text (all characters) [v2] (28/02/2014)
Written by AFRLme [Lee Clarke]
-- + --
alternatingfrequencies@hotmail.com | skype @ AFRLme
-- + --
This script is donation optional. In game credit is non-negotiable.
You are free to: ¹ use it in your game(s). ² modify the script.
Do not remove - or edit - this comment block.
--]]

-- * tables * --
txt = {} -- create table
txt["_temporary_"] = "" -- set table as temporary
txt["char"] = {}

-- * function for checking which character texts are active; if active then set inactive  * --
function killCharBgText()
 for i = 1, table.maxn(txt["char"]) do  -- for i = 1 to txt["char"] table total do...
  if txt["char"][i]:getBool(VTextActive) then txt["char"][i]:setValue(VTextActive, false) end -- if text[i] is active then set inactive
 end
 -- * --
 txt["char"] = {} -- reset the table.
end

-- * on text display function * --
function hText(text)
 if text:getLink(VTextOwner):getId().tableId == eCharacters and text:getBool(VTextBackground) then table.insert(txt["char"], text) end -- text belongs to character & is background text, insert into table
 -- * --
 return false -- prevent text from being repositioned
end

-- * event handlers * --
registerHookFunction("setTextPosition", "hText") -- event handler for displayed text