The string => number "enum", containing Dialog colors.
Flags for dialog text display.
Register a new text entity and return its text ID.
OptionaltextEntity: UserText | UserTextFunctionThe text entity content. Empty string by default.
The new text ID, that can be used in text zones or scripts.
NB. If you want to use custom text in the life handlers, you should create just one text entity Id in the SceneEvents.afterLoadScene event, using this create function, store its Id to a variable, and then reuse it, by calling text.update function.
A helper function that creates 10 text entities and returns their IDs in an array. This is useful for implementing dialog choices, where you need to have multiple text entities on the screen.
An array of text IDs, that can be used in the dialog choices life calls.
Replace an existing LBA game text entity by IdaJS controlled text.
Leave the text empty to use the original game text, but change other parameters.
If you also specify a custom text, you must specify the flags as well, or they will be set to default.
The text ID of the original game. See original game life scripts to see which text IDs are used in which situations, or read the Text.hqr file in an HQR editor.
The text entity content to replace the original game text with.
The text ID
Restore a game text entity to its original state.
The text ID
The text ID
Update a registered text entity by its text ID.
Use this in the life handlers. Create a dedicated text entity for life scripts once with text.create in the SceneEvents.afterLoadScene event, and then update its content dynamically in the life scripts with this function, each time you need to display some dialog.
The text ID of the entity you created with text.create.
The new text entity content.
The text ID.
Private_
The global text object API to provide the custom dialogs in IdaJS mod.