This thread is a few years old. Some details may refer to an earlier version of Visionaire Studio. Current tutorials
Create point and click adventures without coding. The free version covers up to 25 scenes per project. For more scenes or to earn money with your game, you need a license.
See the Indie Bundle Try it for freefunction onTextStarted(text)
if text:getLink(VTextOwner):isEmpty() and game.StandardLanguage == Languages["chinese"] then
text:setValue(VTextFont, Fonts["chinese"])
elseif text:getLink(VTextOwner):isEmpty() and game.StandardLanguage == Languages["english"] then
text:setValue(VTextFont, Fonts["english"])
end
end
registerEventHandler("textStarted", "onTextStarted")I provided something similar via Skype the other day. Also untested. Didn't work apparently but I could have written something wrong. I used shorthand for the TextOwner part, which should have worked in 4.2.5 as far as I'm aware. * edit: ah I used the getId tableId nonsense which was probably a bit daft in hindsight. Oh well...function onTextStarted(text) if text:getLink(VTextOwner):isEmpty() and game.StandardLanguage == Languages["chinese"] then text:setValue(VTextFont, Fonts["chinese"]) elseif text:getLink(VTextOwner):isEmpty() and game.StandardLanguage == Languages["english"] then text:setValue(VTextFont, Fonts["english"]) end end registerEventHandler("textStarted", "onTextStarted")You could try the above script. Should only work for narration text (they dont have an owner). untested.
function onTextStart(text)
if text:getLink(VTextOwner):isEmpty() then
if game.StandardLanguage:getName() == "English" then
text:setValue(VTextFont, Fonts["default_font"])
elseif game.StandardLanguage:getName() == "Chinese" then
text:setValue(VTextFont, Fonts["chinese_font"])
end
end
end
registerEventHandler("textStarted", "onTextStart")