reverse markup possible?
Posted: Thu Jun 27, 2024 3:25 am
Hi Tony,
I use emphasis settings (something like <em1></em1>) as the basic styling markup for my contents, it works well.
However, since I have a lot of dialogue contents in my game, it becomes inconvenience to add or edit <em> markup when needed.
In my usage, my purpose is to show some different text styling for keywords, for instance, a keyword "Purple Chest" will always has purple color.
My question is that is it possible to define or add <em> markup dynamically based on a given keyword? For instance, as long as the subtitle text detects the "Purple Chest" in its text line, it will display it with purple color automatically.
I'm thinking using global search & replace function or maybe build a custom dictionary with SequenceCommander?
the first option lacks of versality, maybe you have some better ideas? tks
I use emphasis settings (something like <em1></em1>) as the basic styling markup for my contents, it works well.
However, since I have a lot of dialogue contents in my game, it becomes inconvenience to add or edit <em> markup when needed.
In my usage, my purpose is to show some different text styling for keywords, for instance, a keyword "Purple Chest" will always has purple color.
My question is that is it possible to define or add <em> markup dynamically based on a given keyword? For instance, as long as the subtitle text detects the "Purple Chest" in its text line, it will display it with purple color automatically.
I'm thinking using global search & replace function or maybe build a custom dictionary with SequenceCommander?
the first option lacks of versality, maybe you have some better ideas? tks