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Putting values on screen

DisplayText for fixed text, f_eprintf for text with values in it.

3 min read

This is one of the main reasons people move to EUD. Classic triggers cannot print “level 12”; here you can.

DisplayText("...")Print fixed text. Colour and alignment codes go inside the string as before.
f_eprintf("...", args)Print with values interpolated; braces are the placeholders.
{}A number placeholder.
{:n}A player-name placeholder; pass CurrentPlayer.
function updateStatusLine(){
    var level = 0;
    if(level + 512 <= 1000 && Deaths(CurrentPlayer, AtLeast, level + 512, "Level")){ level = level + 512; }
    // ... 나머지 자릿수

    f_eprintf("\x19{:n} \x1D|\x04 \x07레벨: \x04{}", CurrentPlayer, level);
}
f_eprintf writes to the fixed line at the top of the screen. Calling it every cycle does not push messages off the way DisplayText would.

Calling DisplayText every cycle buries the screen. Use f_eprintf for status and DisplayText for events.

When you need to assemble a string from pieces, use the string buffer. Building a save code character by character is the usual case.

GetGlobalStringBuffer().delete(0, 1);
GetGlobalStringBuffer().append("\x13\x07");
GetGlobalStringBuffer().append("A");
GetGlobalStringBuffer().Display();
Clear with delete, build up with append, then Display.
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