screen_text
Vars | |
auto_end | Should this automatically end? |
---|---|
fade_in_time | Time taken to fade in as we start printing text |
fade_out_delay | Time before fade out after printing is finished |
fade_out_time | Time taken when fading out after fade_out_delay |
letters_per_update | letters to update by per text to per play_delay |
owner_ref | A weakref to the client this belongs to |
play_delay | delay between playing each letter. in general use 1 for fluff and 0.5 for time sensitive messsages |
style_close | closing styling for the message |
style_open | opening styling for the message |
text_to_play | var for the text we are going to play |
Procs | |
end_play | ends the play then deletes this screen object and plalys the next one in queue if it exists |
fade_out | handles post-play effects like fade out after the fade out delay |
play_to_client | proc for actually playing this screen_text on a mob. |
remove_and_play_next | Removes the text from the player's screen and plays the next one if present. |
Var Details
auto_end
Should this automatically end?
fade_in_time
Time taken to fade in as we start printing text
fade_out_delay
Time before fade out after printing is finished
fade_out_time
Time taken when fading out after fade_out_delay
letters_per_update
letters to update by per text to per play_delay
owner_ref
A weakref to the client this belongs to
play_delay
delay between playing each letter. in general use 1 for fluff and 0.5 for time sensitive messsages
style_close
closing styling for the message
style_open
opening styling for the message
text_to_play
var for the text we are going to play
Proc Details
end_play
ends the play then deletes this screen object and plalys the next one in queue if it exists
fade_out
handles post-play effects like fade out after the fade out delay
play_to_client
proc for actually playing this screen_text on a mob.
remove_and_play_next
Removes the text from the player's screen and plays the next one if present.