Remember we used callstd MSG_NORMAL ?
well there are more types of messages.
callstd MSG_NORMAL
This is for ordinary messages
callstd MSG_SIGN
This is for signboards, posts, etc.
callstd 2 or callstd 0x2
This is also for normal messages but it frees u of writing lock, faceplayer, release, etc.
Example:
#dynamic 0x740000
#org @main
lock
faceplayer
message @text
callstd MSG_NORMAL
release
end
#org @text
=We did it!!
can be written as
#dynamic 0x740000
#org @main
message @text
callstd 2
end
#org @text
=We did it!!
callstd MSG_YESNO
This is for yes/no questions.
syntax is:
message @[textlabel]
callstd MSG_YESNO
If 0x1 jump @[labelforyes]
jump @[labelforno]
#org @[textlabel]
=[Ur question of course]
#org @[labelforyes]
=[Ur response if yes was pushed]
release
end
#org @[labelforno]
=[Ur response if not was pushed]
release
end
An example:
#dynamic 0x740000
#org @main
lock
faceplayer
message @text
callstd MSG_YESNO
If 0x1 jump @yes
jump @no
#org @text
=So you have a brain?

#org @yes
=Good!!
release
end
#org @no
=Great another brainless!!
release
end
Now what did we do?
By->
If 0x1 jump @yes
jump @no
<-we told the script that if we were returned with 1 do what is with yes script otherwise do what is with no script.
We didn't use "release" and "end" with main script as our work had not finished there.
If u look at normal messages, u will find that we have done everything in the main script. Its the duty of message @text to extract the message from #org @text
and simply display it.
But here we have to
also look for what to say if yes or no is pushed so we can't end the script in the main body but wait until we have told what for yes and no.
callstd MSG_NOCLOSE
This is also a simple message but it won't go until a particular key is pressed.
After the message u have to use
closeonkeypress
to make the script know that it has to close it when key is pressed
That's all for callstd functions. Remember to make a STD call after this XD