AGS uses printf-style argument formatting (used by the C language). This means that you intersperse your text with special codes to insert a variable's value. These special codes begin with a percent sign, and then specify the variable type. The actual variables that you want to display are then listed afterwards.
The special codes you can use are as follows:
| Code | Description |
| %d | Integer (use to display value of int and short variables) |
| %0Xd | Integer left-padded with up to X zeros |
| %s | String (use to display string variables) |
| %c | Character (displays the ASCII character of the supplied value) |
| %f | Float (displays a float variable) |
| %.Xf | Float to X decimal places |
| %% | Display the percent character (ie. no variable) |
Some examples:
int life = 42;
float twoPi = Maths.Pi * 2.0;
String message = "A string variable";
Display("A normal string with no variables.");
Display("The meaning of life is %d.", life);
Display("The meaning of life in 3 digits is %03d.", life);
Display("2 times Pi is %f.", twoPi);
Display("The message says: %s.", message);
would display:
A normal string with no variables. The meaning of life is 42. The meaning of life in 3 digits is 042. 2 times Pi is 6.283186. The message says: A string variable.You can display as many variables as you like in one line:
int life = 42;
float twoPi = Maths.Pi * 2.0;
Display("Life is %d, 2 x Pi = %f, and my dinner is %s.", life, twoPi, "awful");
but, be very careful that you supply the right number of variables to correspond
with the tags you use in the text. If you don't supply enough variables, your game could
crash.