String Editor

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General String Information

A String is a set of organized text. The String Editor is accessible by clicking on Quest and selecting Strings.

Edit Message String

Here, you may double click an existing string to modify it. Alternatively, you may double click "New String" to begin creating a new one. At the bottom, you may set the position of "Message More".

String Editor

Here you are presented with an empty white box near the top, for text. A preview pane near at the bottom, which will display your text as it would appear in the game. The Y Position box will affect the vertical position of the string. SFX is the sound that the string will play as it appears on the screen. The tile selector may be used to select borders for the strings. These borders must be in the form of a 2x2 frame. At the very bottom is a "Next String" selector. The string selected here will execute after the current string.

Using Strings

In order to use a string, one must go to the desired screen, and select Data, then Message String. A list of strings will appear. Select the string you would like to start with. After this, you must go to Data, and then Guy. Here, you select from a number of default characters. The character you select will be displayed along with the string.

String Control Codes

Henceforth, replace instances of "X" with a number from 0 to 254.

Formatting Codes

  • \1\X\X - Text Colour. Changes the following text to a certain colour. Argument 1 is the CSet, and argument 2 is the colour within that CSet. The text in the Preview Pane changes to reflect the addition and modification of this Control Code.
  • \2\X - Text Speed. Sets the length of the delay between text characters appearing. Normally 5. If 0, text appears instantaneously. Argument 1 is the speed.

Switch Codes

  • \4\X\X - Goto If Random. There is a one-in-(argument 1) chance that ZC switches to another string (argument 2).
  • \5\X\X - Goto If Item. If Link has a certain item, then ZC switches to another string. Argument 1 is the item ID (consult the I_* code listing in std.zh), and argument 2 is the string to switch to.
  • \6\X\X\X - Goto If Counter. If a counter is at or above a certain value, then ZC switches to another string. Argument 1 is the counter, argument 2 is the value, and argument 3 is the string to switch to.
  • \7\X\X\X - Goto If Counter %. If a counter is at or above a certain percentage of its maximum, then ZC switches to another string.
  • \8\X\X - Goto If Triforce. If Link has acquired the Triforce from a certain level, then ZC switches to another string. Argument 1 is the level, and argument 2 is the string to switch to.
  • \9\X\X - Goto If Triforce Count. If Link has acquired a certain number of Triforce pieces, then ZC switches to another string. Argument 1 is the quantity, and argument 2 is the string to switch to.

Counter/Item Codes

  • \10\X\X - Counter Up. Increases a counter by a certain value. Argument 1 is the counter, and argument 2 is the value.
  • \11\X\X - Counter Down. Reduces a counter by a certain value. Argument 1 is the counter, and argument 2 is the value.
  • \12\X\X - Counter Set. Sets a counter to a certain value. Argument 1 is the counter, and argument 2 is the value.
  • \13\X\X - Counter Up %. Increases a counter by a certain percentage of its maximum. Argument 1 is the counter, and argument 2 is the percentage.
  • \14\X\X - Counter Down %. Reduces a counter by a certain percentage of its maximum. Argument 1 is the counter, and argument 2 is the percentage.
  • \15\X\X - Counter Set %. Sets a counter to a certain percentage of its maximum. Argument 1 is the counter #, and argument 2 is the percentage.

Other Codes

  • \20\X - Sound Effect. Argument 1 is the sound effect number.