sm64coopdx/docs/lua/examples/Custom Text Example.lua
PeachyPeach 06ce5a2d3f
Custom object fields enhancements (#1230)
* Define global custom object fields

* _global_custom_object_fields

* improve custom object fields

* fix cobject pairs + add custom object fields; remove unused stuff

* mucher better

* paramater

* review 1

* review 2

* Fix 'obj_get_*_with_*_field_*' functions with custom fields
2026-06-14 16:28:52 +02:00

19 lines
919 B
Lua

-- name: Custom Text
-- description: Replaces The King Bobomb Intro Dialog with custom text. Credit: ThePlayerRolo + ManIsCat2 (For fixing issues)
smlua_text_utils_dialog_replace(gBehaviorValues.dialogs.KingBobombIntroDialog, 1, 4, 100, 175, ("Hello.\
I'm doing good,\
Are you doing good?\
No?\
Then DIE!"
))
-- First parameter is what text you want to replace. To find the full table go to here: https://github.com/coop-deluxe/sm64coopdx/blob/main/docs/lua/functions-5.md
-- Second parameter is unused in the game.
-- Third parameter defines how many lines your dialog has per box.
-- Fourth parameter sets how much you want to offset you text to the left (higher number moves to the right- lower to the left.).
-- Fifth parameter is the width.
-- Sixth parameter is your text.
-- Have Fun!
-- The Function in C for Reference: #define DEFINE_DIALOG(id, unused, linesPerBox, leftOffset, width, text)