// Specifies how much y-space to put between a Textbox or Promptbox line. // void SetV1TextboxYBuffer( int y ) // Sets how many lines of text a textbox maxes out at (AutoText() , // PromptDirect() , and TextboxDirect() care mostly about this. TextBox() , // TextBoxM() , and Prompt() max out at 3 lines without some abuse or changes. // void SetV1MaxTextLines( int i ) // Sets the bounding box for the background box of the v1rpg textbox and // promptbox functions. // void SetV1TextboxBG( int x, int y, int w, int h ) // Sets the bounding box for the text of the v1rpg textbox and promptbox // functions. // void SetV1TextArea( int x, int y, int w, int h ) // Changes the coordinates of the bobby moretext arrow. // void SetV1MoreTextArrowPos( int x, int y ) // Sets the Small Font for the v1rpg library. // void v1_SetSmallFont( int fnt_handle ) // Restores the Small Font for the v1rpg library to it's original font. // void v1_RestoreSmallFont() // returns the font handle of the v1rpg library's current small font. // int v1_GetSmallFont() // Sets the Large Font for the v1rpg library. // void v1_SetLargeFont( int fnt_handle ) // Restores the Large Font for the v1rpg library to it's original font. // void v1_RestoreLargeFont() // returns the font handle of the v1rpg library's current Large font. // int v1_GetLargeFont() // 1 sets Textscrolling on, // 0 turns it off. void SetTextBoxScroll( int on ) //returns 1 if text scroll mode is on, 0 if it's off. int GetTextBoxScrollMode() // Takes a single string of text and does as many TextBoxM() 's and a // final TextBox() as needed. // // | and/or TAB will force a newline. // ~ and/or NEWLINE will force an entirely new box. // // VERGEDev doesn't advocate the use of Autotext for most cases because it // ruins the dramatic effect of well-plotted out textboxes. Done correctly, // your game is awesomely poetic and quotable. However, having massive boxes // of text taht don't have complete thoughts in one screen ruins the // illusion. // // Ask vec for a more in-depth explaination sometime. ;) // // However, autotext is very useful if you're dynamically resizing your boxes, // or pulling dynamic content from somewhere, etc etc, so here's the function anyways. // void AutoText( int sp, string master_text ) // The main textbox. Takes a speech portrait index, and three strings and // prints them out, void TextBox(int sp, string s1, string s2, string s3) // Like Textbox, but makes a little arrow bob up and down in the corner to // denote that there will be more text to come. // void TextBoxM(int sp, string s1, string s2, string s3) // Create a promptbox. Takes a speech portrat and three lines of text and // displays a textbox of them. // // Then takes a |-delineated list and creates a promptbox. // Returns the token index of the choice selected. // Doesn't allow cancelling at this time. // // Example: // if choices is "Yes|No|Maybe" makes a promptbox with "Yes", "No", and "Maybe" // as choosable choices. If the player chooses "Yes", it returns 0, if the // player chooses "No" it returns 1, and if the player chooses "Maybe" it // returns 2. int Prompt(int sp, string s1, string s2, string s3, string choices) // Draws the Speech Portrait. // void DrawSpeechPortrait( int speech_idx )