How Text works: ------------------------------------------------------------------------------- Q1) What Files does it look for? A1) When a person is loaded into the game, it firsts sees if there is a file named .txt, where 1 is the default room name. If it finds it, then all text is loaded from there, otherwise all text is loaded from .Text.txt. If loading the room from an EventMap, then the file looked for is .roomtext.txt. For example: The player walks into room City\x1y1\1. The map looks for the file city\x1y1\1.txt and does not find it, so it defaults to loading city\Text.txt. After this is done, the game looks for AssignText file. If found, then it assigns the text in that file to the sprite listed in the line, using this format: Test Like this: 1Hello, I'm sprite;number 1! 3Hi, I'm sprite number 3! ------------------------------------------------------------------------------- Q2) What is the format of the text? A2) Each section of text is one line in the file. Diffrent lines of text are broken up with a simi-colon. For example, if the file had this line: Hello there!;Welcome to our town. Then the person would say this: Hello there! Welcome to out town. All letters and numbers are supported, along with !.,/\?():. There is no error checking for any other symbols, generally they will cause the program to crash when encountered. If you make the files using the editor tools, then the editor will crash, not saving the file. If you hand edit the files, the game will crash when it tries to show the files. One exception is the # symbol, if a line starts with # it is checked to see if it matches a file command, If so, the line is removed from printable text. Otherwise it thinks it's meant to be there, and causes the program to crash while trying to print it. Currently only 3 commands can be used: #AddEvent: #SetEvent: #EventLevel: #AddEvent: causes the game to load a new event. #Setevent: and #EventLevel: must be used together, to set the level of a already loaded event. Remember, you must load an event before it can be set.