HINT
TEXT (HT)
RECEIVER
Lets you set the hint (right-click text) for all adventure map objects of a specific type and subtype.
!!HT$1/$2:XXXX; | Sets hint for a type and subtype
of objects. $1 - Type [may be a variable] (see Format OB) $2 - Subtype (-1 = all) [may be a variable]
Comments: |
OPTIONS | |
Hint referenced by PO:N number. $1 - Position (0..15).If this number is equal to the number at the position of the object (Set with !!PO:N) then use Z variable ($3) as the hint text. $2 - Index of Z variable (1..500) storing hint text. (0 = delete). Comments: Use this method when you want the object's hint text to change independently for each object of this type that is visited. |
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Set a hint for all objects of type/subtype to z var $ (0-delete). Comments: You can set a hint for an artifact: !!HT5/artnum:T$; This hint will be used if only other type of hints not set. |
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Hint referenced by V variable. $1 - Index of V variable. $2 - Value (0..3). If V variable referenced with ($1) is equal to value of ($2) then use Z variable ($3) as the hint text. $3 - index of Z variable (1..500) storing hint text. (0 = delete). Comments: Use this method when you want the object's hint text to change when any hero visits the object. |
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Hint referenced by W variable. $1 - Index of W variable for current hero. $2 - If W variable of current hero referenced with ($1) is equal to value of ($2) then use Z variable ($3) as the hint text. $3 - Index of Z variable (1..500) storing hint text. (0 = delete). Comments: Use this method when you want the object's hint text to change for each hero who has visited or not visited this type of object. The following hero variables w101..w200 do not work with !!HT:W Here you can use only the first 100 w vars. |
Simple Example - setting
hint text of all objects of the same type and subtype (no changing):
ZVSE
!#VRz100:S^Pointy Earsville^;
!#VRv25:S0;
!#HT98/1:V25/0/100;
This example changes the hint text of all Rampart towns on the map to
"Pointy Earsville" at map start.
A more complex example, illustrating all three
commands is shown below. Place this ERM code in an event on a test map and
include three rows of the three kinds of mushroom buildings with four mushroom
buildings per row:
ZVSE
!#HT63/18:V10/0/10; !#VRz10:S^Init 63/18^;
!#HT63/18:V10/1/11; !#VRz11:S^One 63/18^;
!#HT63/18:V10/2/12; !#VRz12:S^Two 63/18^;
!#HT63/18:V10/3/13; !#VRz13:S^Tree 63/18^;
!#VRv10:S0;
!?OB63/18; !!VRv10:+1;
!#HT63/14:W10/0/20; !#VRz20:S^Init 63/14^;
!#HT63/14:W10/1/21; !#VRz21:S^One 63/14^;
!#HT63/14:W10/2/22; !#VRz22:S^Two 63/14^;
!#HT63/14:W10/3/23; !#VRz23:S^Tree 63/14^;
!#HT63/14:W10/4/24; !#VRz24:S^Four 63/14^;
!#HT63/14:W10/5/25; !#VRz25:S^Five 63/14^;
!?OB63/14; !!IF:W-1; !!VRw10:+1;
!#HT63/30:P0/30; !#VRz30:S^Init 63/30^;
!#HT63/30:P1/31; !#VRz31:S^One 63/30^;
!#HT63/30:P2/32; !#VRz32:S^Two 63/30^;
!#HT63/30:P3/33; !#VRz33:S^Tree 63/30^;
!#HT63/30:P4/34; !#VRz34:S^Four 63/30^;
!#HT63/30:P5/35; !#VRz35:S^Five 63/30^;
!?OB63/30; !!PO998:Nd1;