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QuestIniUI
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.
Either the name of a content data pack image to use or the relative path to a PNG or Jpeg image.
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.
Vertical alignment, can be "top" or "bottom" defaults to middle.
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.
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.
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.
Vertical alignment, can be "left" or "right" defaults to middle.
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.
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.
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.
See halign.
See valign.
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.
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.
Color of text on the UI element. HTML color names and #RRGGBB format can be used. Defaults to white.
Color of text on the UI element. HTML color names and #RRGGBB format can be used. Defaults to transparent.
If using a text box this is the aspect ratio of the box (width/height).
Vertical text alignment (TOP, CENTER or BOTTOM), defaults to center.
Set to true to use TextMesh Pro rich text.
If using a text box this will draw a border around it using textcolor.
See Event.
The number of buttons to display (excluding cancel button).
See Event.
See Event.
See Event.
See Event.
See Event.
See Event.
See Event.
See Event.
See Event.
See Event.
See Event.
See Event..
See Event.
See Event.
See Event.
See Event.
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.
See Event. A cancel button will be added to the end of the list.
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.
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