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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Jan 30, 2011 8:49 am Post subject: Re: Hello again! |
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bis_senchi wrote: | I've made the first part and will make the second one with fake doors when I'll have free time. |
OK, I've cleaned up the article. I rewrote the warning about the multiple door links because it wasn't right. game.exe picks the first matching doorlink, not the last.
I moved the article and made it a supplementary HOWTO chapter, 'Conditional Door Links' (however, screenshots would be nice...). I don't see the point in adding a section on fake doors, especially since the HOWTO is about using the built-in features, not scripting new things. If you want to write that, please make it a new article and link to it from that one.
Quote: | I intended first to use strings with the s{ } but it didn't work. |
That might be because you used $S{#} instead of ${S#}. Embedding strings in menu item captions should work
However, I'll answer your other questions anyway...
Quote: | ->first to change the name of this hero to "gloves" THROUGH plotscriting. Nothing should appear on screen. Could you please show me with an exemple how to that ? |
'set hero name'. Ex:
Code: | $0="gloves"
set hero name (0, 11) |
Quote: | -> then save the new name so that when the player comes back, he sees gloves and not unequipped anymore. I think I'll need set variable and get hero name but I don't see very well how to combine them |
I don't understand. The hero name change is permanent. It's saved in saved games too. _________________ "It is so great it is insanely great." |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sun Jan 30, 2011 10:35 pm Post subject: And again another problem showed up! |
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The Mad Cacti wrote: |
If you want to write that, please make it a new article and link to it from that one.
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I'll try to make one when I'll have free time. Anyway as there are 99 doors avialable per map, it is unlikely to be very usefull
I knew that Game.exe picked only one door link when there are 2 similar doorlink matching but I didn't think it was the first matching. It worths knowing it! Thanks for correcting this error!
Code: |
$0="gloves"
set hero name (0, 11)
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set hero name command was exactly what I needed! Thank you very very much!
Again another problem showed up
I'm working on the accessories menu. The accessories menu (I'm working on my Saiyuki game) is composed of the following items
Weapon
Head
Body
Arms
Legs
When the player picks an item (here it will be body). The player looses temporarily the control of the accessorie menu (here it is menu (21)) and a text box asking if she/he wants to equip the hero with the item pops up.
My problem is the following when the text box pops up and when the player presses the down arrow (it's also the case for the up arrow) it makes moves silmutaneously the choice yes/no and the choice in menu 21 (whereas it shouldn't because I activated the bitset "no player control the menu")
Here is the script above
Code: |
plotscript, equip as sanzo body, begin
disable onkeypress := true
wait (1)
if (menu selected==2) then , begin #player has choosen to use item
switch (item selected menu 2) do, begin
case (1) do, begin # player has choosen to equi Sanzo's dress
variable (handle)
handle:= find menu ID (21)
set menu bit (handle, menubit:no controls, on)
suspend box advance
show text box (77)
if (check tag (tag: agree to equip)==on) then, begin
$4="Priest Dress"
set hero name(4, find hero (13))
# add attack defense or speed boost here
wait (1)
advance text box
resume box advance
set menu bit (handle, menubit:no controls, off)
end #end for the if check tag
if (check tag (tag: agree to equip)==off) then, begin
advance text box
resume box advance
set menu bit (handle, menubit:no controls, off)
end #end for the if check tag
end #end for the case
end #end for the switch
end #end for the if menu selected 2
disable onkeypress := false
wait (1)
end #end of the script
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My question is the following how come the bitsets "no player control" seems not to have been activated?
As always thank you very much in advance for your help! _________________ It's time to make games! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Jan 31, 2011 1:22 am Post subject: |
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It looks like it's because you turn the bit back off again without waiting for the textbox. So the bit is turned on, and then off again one tick later. It also looks like you advance the textbox immediately after showing it. _________________ "It is so great it is insanely great." |
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