OptionalcolorThe main 16-colors dialog color. Default will be used if not defined.
Optionalcolor256If you specified the color256Start, you can also specify the color256End to have an animated color effect on the text.
Optionalcolor256If you don't specify the main color, you can specify the 256-color range color here to have wider variety.
OptionalflagsThe dialog flags. Default will be used if not defined.
OptionalspriteThe custom sprite to display. Expected a Unix path, relative to media/sprites folder in the mod.
For example if it's yourmod\media\sprites\my.png, the string here should be just my.png.
If it's yourmod\media\sprites\subfolder\my.png, it should be subfolder/my.png.
The sprite image format must be png. The sprite width and height can be up to 255 pixels each, but the standard dialog sprite size game uses is 147x125.
You will also have to call ida.useImages function in the top of your mod script, to enable custom image support.
The text to display. Your text should be an UTF-8 string, but using only the characters supported by the LBA2 classic game font.
It means extended latin, like French, Spanish, German accented and special characters are supported at the moment, but not, for example, Cyrillic, Baltic, Greek or Asian characters.
The text string also supports special control sequences:
\n - line break@ - line break with space@P - page break.Additional special characters supported:
OptionalxThe X offset of the sprite on the screen.
485 by default, which corresponds to normal small dialog position.
OptionalyThe Y offset of the sprite on the screen.
342 by default, which corresponds to normal small dialog position.
Full definition of the text you would like to display in a dialog.