Code: Select all
//Test GUI
newgui diologue1 [
guitext "Hello, this is where the text is entered." chat
] "Hello, this is the title"
newgui - Tepresents a new GUI window, where your character will speak.
newgui diologue1 - The diologue1 text is the name of your gui window.
guitext - This represents what the character will say. Always make sure to put quotations (" ") around the text, and "chat" without quotations, at the ending.
The very last line, after the closing bracket represents the title that will appear at the top of your GUI window.
Let's move on to something more advanced.
Code: Select all
//Test GUI
newgui diologue2 [
guitext "First line of text!" chat
guitext "Second line of text!" chat
guitext "Third line of text!." chat
] "Lines of text
Adding more lines can make your diologue longer. Keep this in mind when explaining something big in your map.
Code: Select all
//Test GUI
newgui diologue3 [
guitext "^fs^f0Hello, I am green text^fr" chat
] "Green Text"
The ^fs represents the starting point basically, of where your colored text will be.
The ^f0 is the color of your text, 0 being green.
The ^fr represents the ending point of your text.
These combined allow for scattered colored text.
Code: Select all
//Test GUI
newgui diologue4 [
guitext "^fs^f0Hello^fr, I am ^fs^f1blue^fr, no wait! ^fs^f3RED!^fr." chat
] "Colored Text"
^f0 - Green
^f1 - Blue
^f2 - Yellow
^f3 - Red
^f4 - Gray
^f5 - Magneta
^f6 - Oramge
^f7 - White
^fA - Apricot
^fB - Brown
^fC - Corn
^fD - Dodger Blue
^fE - Emerald
^fF - Fuchsia
^fG - Gold
^fH - Heliotrope
^fI - Indigo
^fJ - Jade
^fK - Khaki
^fL - Lemon
^fM - Mint
^fN - Navajo White
^fO - Olive
^fP - Pink
^fR - Rose
^fS - Silver
^fT - Turqoise
^fU - Ultramarine
^fV - Violet
^fW - Wheat
^fY - Yellow
^fZ - Zinnwaldite
^fs - Start of Text
<li>^fr - End of Text</ul>
These allow for a combination of brilliant colors if used in the correct manner.
Next I will show you how to execute your GUI, and make an item for your map.
Code: Select all
//Diologue Triggers
level_trigger_1 = [showgui diologue1; sound $select]
Code: Select all
//Item Triggers
level_trigger_2 = [jumpvel 600; sound $eatapple; showgui eatapple; echo "You've eaten an apple! You can now jump HIGHER!"]
Mixing these unique functions can make for an exciting map. We hope this tutorial helped you in your troubles.