Kill Background Text (CMS)

From The Official Visionaire Studio: Adventure Game Engine Wiki
Name Type By
Kill Background Text (multiple options) Definition AFRLme

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

Instructions

1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2a. To kill all currently active background texts: create an execute a script action containing...

killText(1)

2b. To kill all currently active character based background texts: create an execute a script action containing...

killText(2)

2c. To kill currently active background text of current character: create an execute a script action containing...

killText(3)

2d. To kill currently active narration background texts: create an execute a script action containing...

killText(4)

Main Script

--[[
Kill background text (multiple options) [v4] (15/04/2017)
Written by AFRLme [Lee Clarke]
-- + --
https://de.tail.studio | afrlme@outlook.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, 4 = narration texts) * --
function killText(val)
 for i = #txt, 1, -1 do 
  if val == 1 and txt[i].TextActive then txt[i].TextActive = false -- all background text (both character &; narration)
  elseif val == 2 and txt[i].TextActive and txt[i].TextOwner:getId().tableId == eCharacters then txt[i].TextActive = false -- all character background text
  elseif val == 3 and txt[i].TextActive and txt[i].TextOwner:getName() == game.CurrentCharacter:getName() then txt[i].TextActive = false -- current character background text
  elseif val == 4 and txt[i].TextActive and txt[i].TextOwner:isEmpty() then txt[i].TextActive = false -- narration background text
  end
 end
end
 
-- * on text display function * --
function sText(text)
 if text.TextBackground then table.insert(txt, text) end
end
 
-- * function for text finished * --
function eText(text)
 for i = #txt, 1, -1 do if not txt[i].TextActive then table.remove(txt, i) end end -- if text is inactive, remove from txt table
end
 
-- * event handlers * --
registerEventHandler("textStarted", "sText") -- event handler for begin text
registerEventHandler("textStopped", "eText") -- event handler for end text