// 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 )