Skip to content

QuestIniUI

Quantumrunner edited this page May 1, 2021 · 1 revision

UI<name>

Information on a UI element that can be displayed on the screen. Note that all UI elements are hidden until revealed with an event. UIs work as events which are triggered when the UI is selected. UI events however have an additional button to cancel the event.

While a UI is placed next stage button and hero menus are not accessible.

Functional

image

Either the name of a content data pack image to use or the relative path to a PNG or Jpeg image.

vunits

If true units shown in relation vertical screen space used for positioning and scale (default to horizontal). If false '1' represents the distance from the left edge of the screen to the right. If true '1' represents the distance from the top of the screen to the bottom.

valign

Vertical alignment, can be "top" or "bottom" defaults to middle.

top

The top edge of the UI element will be yposition units away from the top edge of the screen. Important: If vunits is false then the buttom of the UI element will not reach the same screen position in 16x9 and 16x10 resolution.

middle

The vertical middle of the UI element will be yposition units away from the vertical middle of the screen. Important: If vunits is false then the top and buttom of the UI element will not reach the same screen position in 16x9 and 16x10 resolution.

bottom

The bottom edge of the UI element will be yposition units away from the bottom edge of the screen. Important: If vunits is false then the top of the UI element will not reach the same screen position in 16x9 and 16x10 resolution.

halign

Vertical alignment, can be "left" or "right" defaults to middle.

left

The left edge of the UI element will be xposition units away from the left edge of the screen. Important: If vunits is true then the right of the UI element will not reach the same screen position in 16x9 and 16x10 resolution.

middle

The horizontal middle of the UI element will be xposition units away from the horizontal middle of the screen. Important: If vunits is true then the left and right of the UI element will not reach the same screen position in 16x9 and 16x10 resolution.

right

The right edge of the UI element will be xposition units away from the right edge of the screen. Important: If vunits is true then the left of the UI element will not reach the same screen position in 16x9 and 16x10 resolution.

xposition

See halign.

yposition

See valign.

size

How large the UI element is. If vunits is false this is the fraction of horizontal screen space that the width of the UI element takes. If vunits is true this is the fraction of vertical screen space that the height of the UI element takes. In all cases image aspect ratio is preserved.

textsize

How large text on the UI element is. A value of 1 represents a size that will fit 30 lines on the screen, which is the same as most Valkyrie dialog.

textcolor

Color of text on the UI element. HTML color names and #RRGGBB format can be used. Defaults to white.

textbackgroundcolor

Color of text on the UI element. HTML color names and #RRGGBB format can be used. Defaults to transparent.

textaspect

If using a text box this is the aspect ratio of the box (width/height).

textAlignment

Vertical text alignment (TOP, CENTER or BOTTOM), defaults to center.

richText

Set to true to use TextMesh Pro rich text.

border

If using a text box this will draw a border around it using textcolor.

display

See Event.

buttons

The number of buttons to display (excluding cancel button).

event<num>

See Event.

buttoncolor<num>

See Event.

quota

See Event.

audio

See Event.

music

See Event.

maxhero

See Event.

minhero

See Event.

hero

See Event.

add

See Event.

remove

See Event.

trigger

See Event.

conditions

See Event..

operations

See Event.

randomevents

See Event.

mincam

See Event.

maxcam

See Event.

Text

<sectionname>.text

The text to be displayed when this UI is selected.

{rnd:hero} can be used to fill in a random hero name. If used more than once in the same event the names will match. This will change each time the token is selected.

{var:<Var>} can be used to fill in a Var value.

{c:<QItemComponent>} can be used to fill in the selected item name.

{c:<SpawnComponent>} can be used to fill in the selected monster name.

{c:<CustomMonsterComponent>} can be used to fill in the monster name.

{c:<TileComponent>} can be used to fill in the tile name.

{c:<EventComponent>} can be used to the selected hero (through manual selection or rnd:hero), only shows first hero.

This markup can be used as well as the symbols listed here.

If richText option is used, this markup can be used instead.

<sectionname>.button<num>

See Event. A cancel button will be added to the end of the list.

<sectionname>.uitext

Text to display on the UI element. This is only used if an image is not provided.

{var:<Var>} can be used to fill in a Var value.

{c:<QItemComponent>} can be used to fill in the selected item name.

{c:<SpawnComponent>} can be used to fill in the selected monster name.

{c:<CustomMonsterComponent>} can be used to fill in the monster name.

{c:<TileComponent>} can be used to fill in the tile name.

{c:<EventComponent>} can be used to the selected hero (through manual selection or rnd:hero), only shows first hero.

This markup can be used as well as the symbols listed here.

Back to QuestIniDetails.

Clone this wiki locally