Added a HIGHLIGHT_IMAGE macro...
...as a generic way of highlighting a moveto target or other important location with a fancy blinking effect.
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@ -43,6 +43,64 @@
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{CLEAR_VARIABLE FLOATING_TEXT_temp}
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#enddef
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#define HIGHLIGHT_IMAGE X Y IMAGE BACKGROUND
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# Scrolls to the given location, blinks the given image in and out a few
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# times, and then leaves the image in place. Use this to pinpoint an
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# important location to the player. If there's an existing [item] on the
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# location, specify it as the BACKGROUND or else it'll get lost during the
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# blinking.
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[scroll_to]
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x,y={X},{Y}
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check_fogged=false
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[/scroll_to]
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[item]
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x,y={X},{Y}
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image={IMAGE}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[removeitem]
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x,y={X},{Y}
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[/removeitem]
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[item]
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x,y={X},{Y}
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image={BACKGROUND}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[item]
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x,y={X},{Y}
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image={IMAGE}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[removeitem]
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x,y={X},{Y}
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[/removeitem]
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[item]
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x,y={X},{Y}
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image={BACKGROUND}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[item]
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x,y={X},{Y}
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image={IMAGE}
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[/item]
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[redraw][/redraw]
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[delay]
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time=400
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[/delay]
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#enddef
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#define SET_LABEL X Y TEXT
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# Puts TEXT on the map at X,Y. Strictly a syntactic shortcut.
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#
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