I know I have been asking a lot of scripting questions on here lately, but I don't know where else to post them. Is this the right place, or should these questions be posted elsewhere?
Anyways, my latest question: How do you get new lines on the mission.runScreen screen? I have tried the common "\n" (as suggested here) but it does not insert any new lines, but rather shows the "\n" as literal characters.
mission.runScreen({
title: "The Crown Prince",
message: "As you leave your ship to take a shor stroll through the station, you hear somone callout, \"Hey, Commander!\"\n\nYou turn towards the voice and see a large blue feline. \"Can I help you?\" you ask politely.\n\n\"I need to get to Xeesle within the next week, but faster is even better! I will give you 100Cr upfront, and 1000Cr when we get there. What do you say?\"",
choicesKey: "yesno_choices"
},
function (choice)
{
if (choice === "1_YES") player.consoleMessage("Yay!");
else if (choice === "2_NO") player.consoleMessage("Boo.");
});
Are the words "shor" and "somone" some kind of slang or simple typo?
If you have time you can consider using missiontext.plist as a storage of your messages.
It is possible to make some variations just use descriptions.plist and [keyname] in the text.
If you have time you can consider using missiontext.plist as a storage of your messages.
It is possible to make some variations just use descriptions.plist and [keyname] in the text.
I can definitely see the advantages to using descriptions.plist for variation, but what is the advantages of storing all my messages in missiontext.plist?
what is the advantages of storing all my messages in missiontext.plist?
For example:
- easier to see through the whole story over a size,
- you can use numbered messages even in cycles as expandMissionText("youroxp"+this.$number);
- stage driven mission flow is also possible like in The Collector,
- needed for translating to other languages.