_L_
01-05-2007, 12:11 AM
For the complete, up-to-date list of string control codes, consult the ZCWiki page (http://www.shardstorm.com/ZCwiki/String_Editor).
Here are the changes so far: firstly, you now input strings in the box at the top. The bottom pane is now used simply to preview the string. (EDIT: Also, you can change the Y position of the string by inputting a number into the box which I didn't have time to align properly. Also, you can set a 2x2 frame for your string by clicking the black tile. No, you can't make it transparent just yet.) Importantly, if you insert certain numeric codes into your string, you can make them do a variety of things.
(Henceforth, replace instances of "X" with a number from 0 to 254. Usage example: insert "\20\12" into a string to play sound effect 12 at that point.
Silvered-out codes are probably not present in this beta.)
Formatting Codes:
\1\X\X - Text Colour. Changes the following text to a certain colour. Argument 1 is the CSet, and argument 2 is the colour.
\2\X - Text Speed. Sets the length of the delay between text characters appearing. Normally 5. If 0, text appears instantaneously. Argument 1 is the speed. (Note: probably doesn't work just right yet.)
Switch Codes:
\3\X\X\X - Goto If Global. If a certain global script variable (that is, a value handled by the ZASM command GDD) is at or above a certain value, then ZC switches to another string. Argument 1 is the global variable ID, argument 2 is the value, and argument 3 is the string to switch to.
\4\X\X - Goto If Random. There is a one-in-(argument 1) chance that ZC switches to another string (argument 2).
\5\X\X - Goto If Item. If Link has a certain item, then ZC switches to another string. Argument 1 is the item ID (consult the I_* code listing in std.zh), and argument 2 is the string to switch to.
\6\X\X\X - Goto If Counter. If a counter is at or above a certain value, then ZC switches to another string. Argument 1 is the counter, argument 2 is the value, and argument 3 is the string to switch to.
\7\X\X\X - Goto If Counter %. If a counter is at or above a certain percentage of its maximum, then ZC switches to another string.
\8\X\X - Goto If Triforce. If Link has acquired the Triforce from a certain level, then ZC switches to another string. Argument 1 is the level, and argument 2 is the string to switch to.
\9\X\X - Goto If Triforce Count. If Link has acquired a certain number of Triforce pieces, then ZC switches to another string. Argument 1 is the quantity, and argument 2 is the string to switch to.
Counter Codes:
\10\X\X - Counter Up. Increases a counter by a certain value. Argument 1 is the counter, and argument 2 is the value.
\11\X\X - Counter Down. Reduces a counter by a certain value. Argument 1 is the counter, and argument 2 is the value.
\12\X\X - Counter Set. Sets a counter to a certain value. Argument 1 is the counter, and argument 2 is the value.
\13\X\X - Counter Up %. Increases a counter by a certain percentage of its maximum. Argument 1 is the counter, and argument 2 is the percentage.
\14\X\X - Counter Down %. Reduces a counter by a certain percentage of its maximum. Argument 1 is the counter, and argument 2 is the percentage.
\15\X\X - Counter Set %. Sets a counter to a certain percentage of its maximum. Argument 1 is the counter #, and argument 2 is the percentage.
Other:
\20\X - Plays a sound effect. Argument 1 is the sound effect.
Super Short Example Quest Sunshine! (http://www.greyfire.org/~l/dialoguetest.qst)
Yes, you need beta 16c!
Please test them out and report bugs!
Here are the changes so far: firstly, you now input strings in the box at the top. The bottom pane is now used simply to preview the string. (EDIT: Also, you can change the Y position of the string by inputting a number into the box which I didn't have time to align properly. Also, you can set a 2x2 frame for your string by clicking the black tile. No, you can't make it transparent just yet.) Importantly, if you insert certain numeric codes into your string, you can make them do a variety of things.
(Henceforth, replace instances of "X" with a number from 0 to 254. Usage example: insert "\20\12" into a string to play sound effect 12 at that point.
Silvered-out codes are probably not present in this beta.)
Formatting Codes:
\1\X\X - Text Colour. Changes the following text to a certain colour. Argument 1 is the CSet, and argument 2 is the colour.
\2\X - Text Speed. Sets the length of the delay between text characters appearing. Normally 5. If 0, text appears instantaneously. Argument 1 is the speed. (Note: probably doesn't work just right yet.)
Switch Codes:
\3\X\X\X - Goto If Global. If a certain global script variable (that is, a value handled by the ZASM command GDD) is at or above a certain value, then ZC switches to another string. Argument 1 is the global variable ID, argument 2 is the value, and argument 3 is the string to switch to.
\4\X\X - Goto If Random. There is a one-in-(argument 1) chance that ZC switches to another string (argument 2).
\5\X\X - Goto If Item. If Link has a certain item, then ZC switches to another string. Argument 1 is the item ID (consult the I_* code listing in std.zh), and argument 2 is the string to switch to.
\6\X\X\X - Goto If Counter. If a counter is at or above a certain value, then ZC switches to another string. Argument 1 is the counter, argument 2 is the value, and argument 3 is the string to switch to.
\7\X\X\X - Goto If Counter %. If a counter is at or above a certain percentage of its maximum, then ZC switches to another string.
\8\X\X - Goto If Triforce. If Link has acquired the Triforce from a certain level, then ZC switches to another string. Argument 1 is the level, and argument 2 is the string to switch to.
\9\X\X - Goto If Triforce Count. If Link has acquired a certain number of Triforce pieces, then ZC switches to another string. Argument 1 is the quantity, and argument 2 is the string to switch to.
Counter Codes:
\10\X\X - Counter Up. Increases a counter by a certain value. Argument 1 is the counter, and argument 2 is the value.
\11\X\X - Counter Down. Reduces a counter by a certain value. Argument 1 is the counter, and argument 2 is the value.
\12\X\X - Counter Set. Sets a counter to a certain value. Argument 1 is the counter, and argument 2 is the value.
\13\X\X - Counter Up %. Increases a counter by a certain percentage of its maximum. Argument 1 is the counter, and argument 2 is the percentage.
\14\X\X - Counter Down %. Reduces a counter by a certain percentage of its maximum. Argument 1 is the counter, and argument 2 is the percentage.
\15\X\X - Counter Set %. Sets a counter to a certain percentage of its maximum. Argument 1 is the counter #, and argument 2 is the percentage.
Other:
\20\X - Plays a sound effect. Argument 1 is the sound effect.
Super Short Example Quest Sunshine! (http://www.greyfire.org/~l/dialoguetest.qst)
Yes, you need beta 16c!
Please test them out and report bugs!