Getting inventory and Menu GUIs to work from scratch

Started by seraphimdreamer777, Fri 31/07/2009 13:11:26

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seraphimdreamer777

I feel so embarrassed  asking this cause it should be easy but my template I used for battle didn't come with all the basic GUIs. So I tried to add every thing by starting a new game with the GUIs built in and copying the scripts from it to my battle game but the GUIs won't work

Here is a sample of my script

Code: ags
function btnInvOK_Click(GUIControl *control, MouseButton button) {
	// They pressed the OK button, close the GUI
	gInventory.Visible = false;
	mouse.UseDefaultGraphic();
}

function btnInvSelect_Click(GUIControl *control, MouseButton button) {
  
	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}

function btnIconInv_Click(GUIControl *control, MouseButton button) {
  
  show_inventory_window();
}

function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
  
  if (player.ActiveInventory != null)
    mouse.Mode = eModeUseinv;
}

function btnIconSave_Click(GUIControl *control, MouseButton button) 
{
  show_save_game_dialog();
}

function btnIconLoad_Click(GUIControl *control, MouseButton button) 
{
  show_restore_game_dialog();
}

function btnIconExit_Click(GUIControl *control, MouseButton button) {
  
  QuitGame(1);
I believe the problem should be in there some where.
Victory is my destiny

Ghost

So you made GUIs and copied existing code over from another script?

That doesn't work- you need to set up all function handlers for GUI elements before. As in, you create your gui, you set up the on_click/on_change etc. functions, and then you enter the code.

seraphimdreamer777

Victory is my destiny

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