Dialog GUI color and visible

Started by Mazoliin, Thu 31/05/2007 17:13:03

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Mazoliin

I'v tried to use Monkey_05_06 Scrolling Dialog module, but I seem to have some major problem whit it so I'm working on a back-up plan.
I'm only interested in changeing the color's so I found out that by changeing the player talking color, the color on the options change too.
My questions are:

1) How can I make it so when the dialog options are visible, the speech color are green or something but then when the player talk's it's some other color.
Or is this just a stupid idea?

2) When the characters talk, the dialog GUI disapears. How can I make it be visible during the whole dialog even while they talking?

Khris

1) Change the player's talking color before a dialog and change it back before normal speech. (Using Character.SpeechColor)

2) In the General settings pane, set the "When interface disabled" option to "GUIs unchanged". (Not sure, though)

Mazoliin

1) FIXT ;D
I had already figured out Character.SpeechColor but didn't know where to put it.
But I it's done now, I just used two dialog_requst script. One for normal speech color and one for the other.
Never the less, tanks for your help.

2) The GUI is on "GUI unchanged". But I have managed to get the main GUI to disappear and have the GUI I use as dialog GUI turn up (using dialog_request). The only problem is that the game now get caught in loop or something.
Code: ags
#sectionstart character3_a  // DO NOT EDIT OR REMOVE THIS LINE
function character3_a() {
  // script for Character 3 (tavern owner): LEC character
if (GetGlobalInt(10)==8){
  ...
}
else if (GetGlobalInt(10)==5){  // Talk to command
  player.Walk(220, 83, eBlock, eWalkableAreas);
  player.FaceLocation(player.x, 5, eBlock);
  Wait(5);
  gStatusline.Visible = false;
  gGui6.Visible = true;
  RunDialog(0);
}
else {
  unhandled_event(3, 6);
}
}
#sectionend character3_a  // DO NOT EDIT OR REMOVE THIS LINE#sectionstart dialog_request  // DO NOT EDIT OR REMOVE THIS LINE
function dialog_request(int script) {
  if (script==1){
    ...
  }
  else if (script==2){
    cEgo.SpeechColor = 45376;
  }
  else if (script==3){
    cEgo.SpeechColor = 48461;
  }
  else if (script==4){
    gGui6.Visible = false;
    gStatusline.Visible = true;
  }
}
#sectionend dialog_request  // DO NOT EDIT OR REMOVE THIS LINE


The dialog script
Code: ags

// dialog script file
@S  // dialog startup entry point
...
@1  // option 1
...
@2  // option 2
...
@3  // option 3
...
@4  // option 4
...
@5  // option 5
run-script 2
EGO: Oh, nothing.
TAVERNOWNER: Right.
run-script 4
stop


Gilbert

What mode was the GUI set to? I'm not quite sure, but if you set it to something that'll pause the game it might cause problem.

Mazoliin

Mode? uuuuh...
It's on Popup modal and a it's not a text window...
Did you get the right answer?

Gilbert

Popup modal will pause a game, that's quite possibly the problem, try to change it to something else like "always on" and see if it helps.

Mazoliin

Now everything works fine...

Just one last thing. Can you decide where a text window GUI will appear or is it true that it can't be done?

Rui 'Trovatore' Pires

Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Mazoliin

Should be more careful whit what I write.
Can you decide where a text window GUI will appear when it's a dialog GUI?
I think I read that you can't deside where it will appear if it's a dialog GUI.
I tried whit the "GUI.SetPosition(int x, int y) in repeatedly_execute but it don't seem to have any effect.

Rui 'Trovatore' Pires

Don't think so, no. That's why Monkey_05_06's dialog module was created in the first place, to give us more dialog-freedom.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Mazoliin

To bad I can't get it to work! >:(
But as it is now, I think my game looks good.

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