Inventory Interact() function (Nothing to see here)

Started by Jared, Wed 19/08/2009 09:23:03

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Jared

Deleted post.

Dualnames

I really have no clue what EXACTLY do you want to do...I got what your problem is, but not exactly.

Quote
.. hang on, I've just had a brain-wave... nope, that didn't work either. I was thinking of making a custom button for the inventory that called both the talk() function and setGlobalInt, so that I could run a getGlobalInt under Inventory_Talk() to see if the user had selected talk or interact, but that doesn't seem to work..


You can create a custom function
Code: ags

function InventoryTalkTwo(InventoryItem*itemhere, int globalinttoset) {
itemhere.RunInteraction(eModeTalkTo);
return globalinttoset;
}


So then you can use:

if (InventoryTalkTwo(ikey,5)==6) {
}
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Jared

#2
Deleted post.

Khris

-Add a cursor
-In General settings, set "Handle inventory clicks in script" to True
-in on_mouse_click, add
Code: ags
  else if (button == eMouseLeftInv) {
    if (mouse.Mode == eModeTalk) {
      ...
    ...
  }


I'm still not really sure what functionality exactly you need though.

Please try to explain what your game is supposed to do without using any programming/scripting terms.

Jared

#4
Deleted post.

Khris

Is this solved...?
Why did you delete all your posts?

Dualnames

Jared I know this is for the MAGS so is everything cool?
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Jared

It's not for the MAGS, it's a separate project actually.

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