Hi BRD -
This change should be relatively simple to make. Check out this snippet from the code you attached:
(PlayMissionGui.gui, line 650)
Code:
// set the preview info
%levelText = "<font:DomCasualD:24><just:center>" @ upperFirst(%mission.type) @ " Level " @ (%mission.level+0);
PM_level_fgnd.setText("<color:FFFFFF>" @ %levelText);
PM_level_bkgnd.setText("<color:000000>" @ %levelText);
%descText = "<spush><font:DomCasualD:24>" @ %mission.name @
"<spop><lmargin:10>\n\n" @
%mission.desc;
if(%mission.time)
%descText = %descText @ "<spush><font:DomCasualD:24><lmargin:0>\nTime to Qualify: " @ formatTime(%mission.time) @ "<spop>";
What this is doing is taking several fields out of the "mission" object (where "mission" is just a name for a level), and its using those values to fill up some text. If you want to add an author to that text, you can check if there is an "artist" inside the mission. Some of the levels in MBG already have that, like you can see if you open up the file for Learning to Roll (movement.mis):
Code:
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
new ScriptObject(MissionInfo) {
type = "Beginner";
startHelpText = "Press <func:bind moveforward> to roll the marble forward!";
name = "Learning to Roll";
desc = "A very simple level to help you get used to rolling around. Follow the track around and roll on to the exit pad to finish the level.";
level = "1";
artist = "Alex Swanson";
goldTime = "4750";
};
To make use of that artist value, you can write "%mission.artist", and it will get whatever the artist is. Then, you can write that artist into the code. So, maybe it will look something like this:
Code:
// set the preview info
%levelText = "<font:DomCasualD:24><just:center>" @ upperFirst(%mission.type) @ " Level " @ (%mission.level+0);
PM_level_fgnd.setText("<color:FFFFFF>" @ %levelText);
PM_level_bkgnd.setText("<color:000000>" @ %levelText);
%descText = "<spush><font:DomCasualD:24>" @ %mission.name @
"<spop><lmargin:10>\n\n" @
%mission.desc;
if(%mission.artist)
%descText = %descText @ "Level created by: " @ %mission.artist @ "\n\n";
if(%mission.time)
%descText = %descText @ "<spush><font:DomCasualD:24><lmargin:0>\nTime to Qualify: " @ formatTime(%mission.time) @ "<spop>";
The new code is what starts with "if(%mission.artist)", and it will take the artist value from the mission and put it into the description.
Hopefully this code example will help!