update bbcode in RichTextLabel page for Godot 3.2 (#2846)
* update bbcode in RichTextLabel page for Godot 3.2 * Reorder content, improve language and fix invalid code Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
@@ -6,19 +6,43 @@ BBCode in RichTextLabel
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Introduction
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------------
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:ref:`class_RichTextLabel` allows the display of complex text markup in a control.
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Label nodes are great for displaying basic text but they have limits. If you want
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to change the color of the text, or its alignment, that change affects all of the
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text in the Label node. You can't have only one part of the text be one color, or
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only one part of the text be centered. To get around this limitation you would use
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a :ref:`class_RichTextLabel`.
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:ref:`class_RichTextLabel` allows the display of complex text markup in a Control.
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It has a built-in API for generating the markup, but can also parse a BBCode.
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Note that the BBCode tags can also be used, to some extent, in the
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:ref:`XML source of the class reference <doc_updating_the_class_reference>`.
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Setting up
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----------
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Using BBCode
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------------
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For a ``RichTextLabel`` to work properly, it must be set up. That means loading
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the intended fonts in the relevant properties:
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For uniformly formatted text you can write in the "Text" property, but if you want
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to use BBCode markup you should use the "Text" property in the "Bb Code" section
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instead (``bbcode_text``). Writing to this property will trigger the parsing of your
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markup to format the text as requested. Before this happens, you need to toggle the
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"Enabled" checkbox in the "Bb Code" section (``bbcode_enabled``).
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.. image:: img/rtl_setup.png
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.. image:: img/bbcodeText.png
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For example, ``BBCode [color=blue]blue[/color]`` would render the word "blue" with
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a blue color.
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.. iamge:: img/bbcodeDemo.png
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You'll notice that after writing in the BBCode "Text" property the regular "Text"
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property now has the text without the BBCode. While the text property will be updated
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by the BBCode property, you can't edit the text property or you'll lose the BBCode
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markup. All changes to the text must be done in the BBCode parameter.
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.. node::
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For BBCode tags such as ``[b]`` (bold) or ``[i]`` (italics) to work you must
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set up custom fonts for the RichTextLabel node first.
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Reference
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---------
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@@ -83,3 +107,193 @@ For opaque RGB colors, any valid 6-digit hexadecimal code is supported, e.g. ``[
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For transparent RGB colors, any 8-digit hexadecimal code can be used, e.g. ``[color=#88ffffff]translucent white[/color]``.
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In this case, note that the alpha channel is the **first** component of the color code, not the last one.
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Animation effects
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-----------------
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BBCode can also be used to create different text animation effects. Five customizable
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effects are provided out of the box, and you can easily create your own.
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Wave
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++++
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.. image:: img/wave.png
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Wave makes the text go up and down. Its tag format is ``[wave amp=50 freq=2][/wave]``.
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``amp`` controls how high and low the effect goes, and ``freq`` controls how fast the
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text goes up and down.
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Tornado
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+++++++
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.. image:: img/tornado.png
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Tornao makes the text move around in a circle. Its tag format is
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``[tornado radius=5 freq=2][/tornado]``.
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``radius`` is the radius of the circle that controls the offset, ``freq`` is how
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fast the text moves in a circle.
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Shake
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+++++
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.. image:: img/shake.png
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Shake makes the text shake. Its tag format is ``[shake rate=5 level=10][/shake]``.
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``rate`` controls how fast the text shakes, ``level`` controls how far the text is
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offset from the origin.
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Fade
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++++
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.. image:: img/fade.png
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Fade creates a fade effect over the text that is not animated. Its tag format is
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``[fade start=4 length=14][/fade]``.
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``start`` controls the starting position of the falloff relative to where the fade
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command is inserted, ``length`` controls over how many characters should the fade
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out take place.
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Rainbow
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+++++++
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.. image:: img/rainbow.png
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Rainbow gives the text a rainbow color that changes over time. Its tag format is
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``[rainbow freq=0.2 sat=10 val=20][/rainbow].
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``freq`` is the number of full rainbow cycles per second, ``sat`` is the saturation
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of the rainbow, ``val`` is the value of the rainbow.
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Custom BBCode tags and text effects
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-----------------------------------
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You can extend the :ref:`class_RichTextEffect` resource type to create your own custom
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BBCode tags. You begin by extending the :ref:`class_RichTextEffect` resource type. Add
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the ``tool`` prefix to your GDScript file if you wish to have these custom effects run
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within the editor itself. The RichTextLabel does not need to have a script attached,
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nor does it need to be running in ``tool`` mode.
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There is only one function that you need to extend: ``_process_custom_fx(char_fx)``.
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Optionally, you can also provide a custom BBCode identifier simply by adding a member
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name ``bbcode``. The code will check the ``bbcode`` property automatically or will
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use the name of the file to determine what the BBCode tag should be.
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_process_custom_fx
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++++++++++++++++++
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This is where the logic of each effect takes place and is called once per character
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during the draw phase of text rendering. This passes in a :ref:`class_CharFXTransform`
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object, which holds a few variables to control how the associated character is rendered:
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- ``identity`` specifies which custom effect is being processed. You should use that for
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code flow control.
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- ``relative_index`` tells you how far into a given custom effect block you are in as an
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index.
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- ``absolute_index`` tells you how far into the entire text you are as an index.
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- ``elapsed_time`` is the total amount of time the text effect has been running.
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- ``visible`` will tell you whether the character is visible or not and will also allow you
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to hide a given portion of text.
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- ``offset`` is an offset position relative to where the given character should render under
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normal circumstances.
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- ``color`` is the color of a given character.
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- Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a given custom
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effect. You can use `:ref:`class_Dictionary_method_get` with an optional default value
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to retrieve each parameter, if specified by the user. For example ``[custom_fx spread=0.5
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color=#FFFF00]test[/custom_fx]`` would have a float ``spread`` and Color ``color``
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parameters in its ` `env`` Dictionary. See below for more usage examples.
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The last thing to note about this function is that it is necessary to return a boolean
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``true`` value to verify that the effect processed correctly. This way, if there's a problem
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with rendering a given character, it will back out of rendering custom effects entirely until
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the user fixes whatever error cropped up in their custom effect logic.
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Here are some examples of custom effects:
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Ghost
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+++++
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::
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tool
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extends RichTextEffect
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# Syntax: [ghost freq=5.0 span=10.0][/ghost]
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# Define the tag name.
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var bbcode = "ghost"
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func _process_custom_fx(char_fx):
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# Get parameters, or use the provided default value if missing.
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var speed = char_fx.env.get("freq", 5.0)
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var span = char_fx.env.get("span", 10.0)
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var alpha = sin(char_fx.elapsed_time * speed + (char_fx.absolute_index / span)) * 0.5 + 0.5
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char_fx.color.a = alpha
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return true
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Pulse
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+++++
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::
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tool
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extends RichTextEffect
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# Syntax: [pulse color=#00FFAA height=0.0 freq=2.0][/pulse]
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# Define the tag name.
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var bbcode = "pulse"
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func _process_custom_fx(char_fx):
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# Get parameters, or use the provided default value if missing.
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var color = char_fx.env.get("color", char_fx.color)
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var height = char_fx.env.get("height", 0.0)
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var freq = char_fx.env.get("freq", 2.0)
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var sined_time = (sin(char_fx.elapsed_time * freq) + 1.0) / 2.0
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var y_off = sined_time * height
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color.a = 1.0
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char_fx.color = char_fx.color.linear_interpolate(color, sined_time)
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char_fx.offset = Vector2(0, -1) * y_off
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return true
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Matrix
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++++++
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::
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tool
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extends RichTextEffect
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# Syntax: [matrix clean=2.0 dirty=1.0 span=50][/matrix]
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# Define the tag name.
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var bbcode = "matrix"
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func _process_custom_fx(char_fx):
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# Get parameters, or use the provided default value if missing.
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var clear_time = char_fx.env.get("clean", 2.0)
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var dirty_time = char_fx.env.get("dirty", 1.0)
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var text_span = char_fx.env.get("span", 50)
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var value = char_fx.character
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var matrix_time = fmod(char_fx.elapsed_time + (char_fx.absolute_index / float(text_span)), \
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clear_time + dirty_time)
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matrix_time = 0.0 if matrix_time < clear_time else \
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(matrix_time - clear_time) / dirty_time
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if value >= 65 && value < 126 && matrix_time > 0.0:
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value -= 65
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value = value + int(1 * matrix_time * (126 - 65))
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value %= (126 - 65)
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value += 65
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char_fx.character = value
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return true
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This will add a few new BBCode commands, which can be used like so:
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::
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[center][ghost]This is a custom [matrix]effect[/matrix][/ghost] made in
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[pulse freq=5.0 height=2.0][pulse color=#00FFAA freq=2.0]GDScript[/pulse][/pulse].[/center]
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After Width: | Height: | Size: 2.3 KiB |
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After Width: | Height: | Size: 10 KiB |
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After Width: | Height: | Size: 2.4 KiB |
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After Width: | Height: | Size: 1.6 KiB |
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Before Width: | Height: | Size: 7.5 KiB |
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After Width: | Height: | Size: 1.3 KiB |
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After Width: | Height: | Size: 1.5 KiB |
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After Width: | Height: | Size: 1.9 KiB |