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@LeeTwentyThree LeeTwentyThree left a comment

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Will probably need another solution since InitializeText isn't made properly to fit in the constructor.

{
X = set_x;
Y = set_y;
InitializeText();
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These are unneeded since the base constructor calls InitializeText

{
X = set_x;
Y = set_y;
InitializeText();
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Suggested change
InitializeText();

{
CloneAlign = false;
Align = useAlign;
InitializeText();
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Suggested change
InitializeText();

{
CloneColor = false;
Color = useColor;
InitializeText();
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Suggested change
InitializeText();

{
CloneSize = false;
Size = useSize;
InitializeText();
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Suggested change
InitializeText();

Color = useColor;
CloneSize = false;
Size = useSize;
InitializeText();
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Suggested change
InitializeText();

Color = useColor;
CloneSize = false;
Size = useSize;
InitializeText();
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Suggested change
InitializeText();

Color = useColor;
CloneSize = false;
Size = useSize;
InitializeText();
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Suggested change
InitializeText();

Y = set_y;
CloneSize = false;
Size = useSize;
InitializeText();
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Suggested change
InitializeText();

@LeeTwentyThree
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LeeTwentyThree commented Mar 25, 2025

I see the problems with this now. It is getting close, but the CloneColor property (which seems pointless) is overriding the color value. I would just make CloneColor obsolete, remove references to it, and set the Color to white by default.

@LeeTwentyThree
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LeeTwentyThree commented Mar 25, 2025

Also, since InitializeText is being called as soon as the constructor is called, there's a chance that it's being created in the main menu in mods, which means it is destroyed when it reaches the main game scene. That needs to be addressed somehow.

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[Nautilus 1.0.0.34] BasicText.SetColor does not work until after .ShowMessage is called

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