Say(msg as text) //Chat with those in view.
if(msg == "") //If the message is empty...
return // Do nothing
if(usr.name == "")//If the player doesn't have a name.
usr << "You have no name. Please restart the game. The game will not save."//Notify the player.
return //don't send a message.
view() << "<b>[usr]:</b> [msg]" //The message told to view.
World(msg as text)
if(msg == "")
if(usr.name == "")
if(admin == 1)
world << "<b><font color=red>[usr]:</font> [msg]</b>"
world << "<b><font color=blue>[usr]:</font> [msg]</b>"
Change_Name(n as text)
if(n == "")
usr << "No, that just won't do. Returning to your original name."
usr.name = n
This is absolutely puzzling to me. Whenever World chat or Say chat is used for the first time on the client, the username isn't in bold. It's fixed afterward, so it's really only a minor bug. But still, I have no idea why this is happening.
Edit: I just copied that code into a blank new project, to see if it was something else in my project interfering.
Aside from the little bit it starts with (about tile size and all) and adding the admin variable so it compiled properly, it was a completely blank project. And yet... still the same bug.
I feel like I'm missing something extremely simple here.
Edit 2: I was wrong about the problem. It's not that the bold wasn't working so much as the text would suddenly get bigger after the first chat message. Here is a more extensive test.