Shoelace wrote:I say take your time. Now that you said you were making the dialogue editor, I want it bad. Really, really bad I mean. Like so bad that I would throw a fit if it was not in 2.5 as I stopped EotM because I am waiting for it.
Well, there's really 2-4 parts to the dialogue editor as we imagine it:
1) The dialogue editor.
2) The combo type that displays a message when you press A next to it.
3) The as-yet unimplemented ZScript command void ShowMessage(int m).
4) The item property where you choose the string that is displayed when you pick up the item.
Right now, I've jiggered up the normal String Editor such that, by inserting obscure numerical codes and backslashes* (for example \1\5\12) within the string's text, you can change the text colour and text output speed of portions of the string itself. Also, some codes allow you to dynamically set Link's HP, magic and rupees, and play sound effects of your choice. Furthermore, you can pick the upper-left tile of a 2x2 frame for the string, and toggle the translucency. Additionally, you can pick the sound effect (normally SFX_MSG) that plays as each letter of the message is "typed".
What I have yet to do is make "If"-style codes that switch to another string if Link has or has not got an equipment item, some rupees, or something else. Also, decisions (yes/no choices) might be a bit too much work.
Also, fonts. Because many of the fonts have different widths and heights, you can't switch fonts within a string itself. (For what it's worth, I doubt any Zelda game allowed this either.) So, you can only choose one font for the whole string. Also, because many of the fonts have different widths and heights, it's likely that the number of characters per line will change if you use a different font. Thus, it's going to be a bit tricky to implement.
I have decided not to implement scrolling textbox text on the basis that only four Zelda games have it: Link to the Past, Link's Awakening, and the Oracles. In all of the others, the textbox text never scrolls. You may not immediately believe this, but see for yourself!
Lastly, positioning. There doesn't seem to be any point to altering the X position of a string, so only the Y position of the string can be altered.
* This is because I wanted the markup codes to take up as little space within the string (as it is being edited) as possible. Rest assured that these codes will be copiously documented.
P.S: What does EotM stand for? "Eyes of the Medusa", a quest that blends Miyamoto's Hyrulean mythos with the legends of ancient Greece? Or "Egg of the Monkey", a retelling of Journey to the West in Zelda format?
P.P.S: I, being both youthfully energetic and highly ambitious, would quite like to break the "2.5 in time for Jan 1" promise that someone made.