int message = 0;
int final_message = 2;
int first_message = 1;
How do I properly code an ffc with black box three pixels left down up right of text with black box's color filled and text 7 through 11 gets displayed before black box gets destroyed and message = 0; please?
Thank you and I prefer
if (Link->PressA)
{
Link->X += 17;
}
coding posts like ^ please, thank you.
I'm not sure what you mean. Is there a reason that you aren't just displaying them as strings in ZQuest and using tiles for their border? You can choose a tile for a background, and size the box in the ZQuest editor.
After that, you need only call
Screen->Message(id) for each string.
Is this just so that you know when the player is done reading them?
This is how to draw a simple text box, but you will need to manually size it to fit your string:
const int MESSAGE_OUT_X = 92;
const int MESSAGE_OUT_Y = 40;
const int MESSAGE_OUT_WIDTH = 128;
const int MESSAGE_OUT_HEIGHT = 12;
const int MESSAGE_OUT_LAYER = 6;
const int MESSAGE_OUT_BLACK = 0x0F;
const int MESSAGE_OUT_TEXT_COLOUR = 0x01; //White, in the Classic tileset
const int MESSAGE_OUT_TEXT_FONT = 9; //NES
const int MESSAGE_OUT_TEXT_XOFS = 4; //Text offset from edge of rectangle.
const int MESSAGE_OUT_TEXT_YOFS = 4; //Text offset from edge of rectangle.
//DrawMessageBox(MESSAGE_OUT_LAYER, MESSAGE_OUT_X, MESSAGE_OUT_Y, MESSAGE_OUT_WIDTH, MESSAGE_OUT_HEIGHT, id, MESSAGE_OUT_BLACK, MESSAGE_OUT_TEXT_COLOUR, text_colour, true);
bool DrawMessageBox(int layer, int x, int y, int height, int width, int message, int colour, int text_colour, int font, bool opaque_bg)
{
Screen->Rectangle(layer,x,y,height,width,colour,100, 0,0,0,true,Cond(opaque_bg,OP_OPAQUE,OP_TRANS));
int buf[256];
GetMessage(id,buf);
Screen->DrawString(6,x+MESSAGE_OUT_TEXT_XOFS,y+MESSAGE_OUT_TEXT_YOFS,font,text_colour, -1,0,buf,128);
while(!Link->PressB || !Link->PressA )
{
Waitframe(); //or WaitNoAction()
}
return true;
}