if incompatibleClient then return 0 end DEFAULT_DIALOG_NAME = "Mario" local ogDialog = {} local function dialog_update(dialogId) -- Save Original Dialog if ogDialog[dialogId] == nil then local dialog = smlua_text_utils_dialog_get(dialogId) ogDialog[dialogId] = { unused = dialog.unused, linesPerBox = dialog.linesPerBox, leftOffset = dialog.leftOffset, width = dialog.width, text = dialog.text } end local dialog = ogDialog[dialogId] local charName = characterTable[currChar].nickname local charAuto = characterTable[currChar].autoDialog -- Check for Override Dialog and use it instead local colorDialog = false if characterDialog[currChar] ~= nil and characterDialog[currChar][dialogId] ~= nil then dialog = characterDialog[currChar][dialogId] colorDialog = true elseif charAuto then dialog.text = dialog.text:gsub(DEFAULT_DIALOG_NAME, charName) colorDialog = true end -- Set color if Dialog has Character's Name reset_dialog_override_color() if colorDialog then local charColor = characterTable[currChar][characterTable[currChar].currAlt].color set_dialog_override_color(charColor.r*0.3, charColor.g*0.3, charColor.b*0.3, 150, 255, 255, 255, 255) end -- Apply Text Changes smlua_text_utils_dialog_replace( dialogId, dialog.unused, dialog.linesPerBox, dialog.leftOffset, dialog.width, dialog.text ) -- Reminder to later change this to true, string return true end hook_event(HOOK_ON_DIALOG, dialog_update)