Hi everyone i have a question that i don't solve :/
I know that there's an option on the string setting like "Text wraps around bounding box" but the problem is i tried the Side and the Tile Warps (A to D) but there's nothing happens. How i should process ?
sorry by bad. Anyway there's a way to make the text wrap working ?
It works just fine, you just have to check the box. If you mean text warping, you can use a timed warp and the quest rule "messages freeze all action" to make the warp happen right after the string.
It works just fine, you just have to check the box. If you mean text warping, you can use a timed warp and the quest rule "messages freeze all action" to make the warp happen right after the string.
That's a good point, and would work. ( This does not allow using string switches to control the warp. )
Regarding warp-by-string: The warp SCCs that were put into 2.future did have some issues that concerned me, and to be frank, Link::Warp is a big pile of rot. I have been putting off a refactor of it for months, and I will eventually decide to buy a nice bottle of scotch, plunker down, and break it into something reasonable. Then, and only then, will I re-write SCC warps, as I can be sure that they work as advertised, for 2.55/2.6/whatever.
I recall that under some conditions, a string warp could set up a perpetual cycle of dropping Link onto screen 0x81, based on quest rules.
The best way to handle this, is ultimately by script, for 2.50.x. You can set up a series of strings by script, and warps based on conditions that way, but if your only need is to show dialogue, and then warp Link, and there are no conditions applied (i.e. you will always show the string, and warp Link to these coordinates, every time he visits the screen), then you can use timed warps.
Spoiler
You do not actually need that quest rule enabled. If for some reason, enabling ti would break other events in your quest, you could time the string display, and set the warp to an appropriate duration, for display, and read-time. This of course also depends on if you have fast messages enabled. The QR is by far the cleanest solution, but it does inhibit some things that you may want to do elsewhere.
Flidd, now you see why I want to make these types of things into variable settings. :[
Just thinking out loud here, but what if you had an FFC script that warps Link if he is holding a specific item? Then you could just give Link that item in the message string, right?
If you mean text warping, you can use a timed warp and the quest rule "messages freeze all action" to make the warp happen right after the string.
The only issue is the player may not have time to read the full message before the warp kicks in. I suppose the ideal option is to have a follow-up string contain the warp code so that it occurs when the player presses A/B to move on from the first string, but even then, they can still wander around the room before doing that.
The only issue is the player may not have time to read the full message before the warp kicks in. I suppose the ideal option is to have a follow-up string contain the warp code so that it occurs when the player presses A/B to move on from the first string, but even then, they can still wander around the room before doing that.
They will have time to read the full message if the quest rule "messages freeze all action" is on. It'll freeze the timer until the message disappears.
Are you in 2.50.2? Movement starts maybe one second after the "next-message" button displays. Maybe it stays frozen if there's only one string, but not multiple.
Are you in 2.50.2? Movement starts maybe one second after the "next-message" button displays. Maybe it stays frozen if there's only one string, but not multiple.
Yes I am, and it doesn't. People have been using this "technique" for years, for cutscenes. :O
For new strings directly walking into a scene (i.e. cutscenes or guys in caves), then yes it stays frozen.
However, when you buy multi-line info in info shops, or use this Item Pick Up Message script, then you can move around all you want before pressing A or B to go to the next message:
Spoiler
Shop:
Script:
So the rule only somewhat applies in certain situations.
For new strings directly walking into a scene (i.e. cutscenes or guys in caves), then yes it stays frozen.
However, when you buy multi-line info in info shops, or use this Item Pick Up Message script, then you can move around all you want before pressing A or B to go to the next message:
Spoiler
Shop:
Script:
So the rule only somewhat applies in certain situations.
This one might be a bug.
You can use a freeze combo type for scripted behaviour messages, but at that point, you may as well script the warp action itself.