This page contains functions in direct relation to the SpeakersCreation
key. See the hyperlink for more information on the keys
themselves.
Additionally, see Dialogue </Doc/Functions/General/Dialogue>
for functions independent of the SpeakersCreation
key.
Shows each specified"Speakers":
image/card from a Event </Doc/Manual/Events/Events>
.
"DisplayCharacters",
"1",
"2",
"EndLoop"
Instead of a number you can also use the nameID of that monster file to specify who you want to display, but they still must be listed in the "Speakers":
.
Puts the first character's name in the "Speakers":
key
in the next box for the next string. Supplying a number in the function will make it move to the next character in "Speakers:"
.
Adding a numerical value
directly at the end within the function will use the other speakers in the order their objects
are included. Up to 12.
"Speaks2",
"Are those imps?",
"Speaks",
"They're coming this way!",
"Speaks7",
"Hello it's me, an imp."
"Speaks"
is also capable of being used in lossScenes and victoryScenes
, which will refer to the Monster Creation </Doc/Manual/Monsters/Monsters>
's "name"
key
within the json.
"Speaks",
"Wow I didn't know you could lift that many imps at once!",
"Speaks2",
"I didn't either someone help me."
Sets the end of a monsters name to a thing, can be used to make attack titles appear in events. Will affect all speakers, and persist for all "Speaks"
calls until it's manually set blank.
"SetPostName", " - Fancy Attack Name!"
After the attack is performed...
"SetPostName", ""
Using "SetFlexibleSpeaker"
sets a speaker to be used from the "Speakers":
key
whenever "FlexibleSpeaks"
is called.
"FlexibleSpeaks"
otherwise works just like the "Speaks"
function. Used for niche cases where you want to change the speaker, but not the entire scene. See Manticore, Onis, or Shizu.
"SetFlexibleSpeaker", "2",
"FlexibleSpeaks",
"It's me, speaker2!",
"SetFlexibleSpeaker", "3",
"FlexibleSpeaks",
"Now it's me, speaker3!"