How to add sprites to the Verbcoin GUI?

Started by Scrungo, Mon 04/03/2024 15:53:35

Previous topic - Next topic

Scrungo

Hello, I am tinkering with AGS again after a few years. I was wanting to make a Verbcoin system with a few special actions, not just the default "Look, talk, Pickup, Interact". I specifically wanted to use a "Sniff" action, and have created a simple nose icon in which I want to use in the Verbcoin. In the room hotspots, I used Usermode 1 to act as a Sniff command (From what I read, the usermodes are how you utilize unique actions, but please correct me if I am wrong.) with the room code being:

Code: ags
function hGlowingOrb_Sniff()
{
  player.Say("It has a sort of burnt smell to it.");
}

I could not find much documentation regarding Verbcoin GUI in the manual, and even less for the Usermodes. What do I need to do to add my custom Sniff graphic to the Verbcoin? Is Usermodes even the correct way to add custom actions like what I'm wanting? Where in the scripts is the Verbcoin handling so I can modify it?

Thank you so much for your time!

Khris

Unfortunately, while that template does have some options, adding a 5th verb isn't one of them.
I was rewriting it for somebody else who wanted six buttons, and it was a lot of work, since it is hard-coded for four buttons almost everywhere in its script.

Scrungo

#2
Quote from: Khris on Mon 04/03/2024 17:20:15Unfortunately, while that template does have some options, adding a 5th verb isn't one of them.
I was rewriting it for somebody else who wanted six buttons, and it was a lot of work, since it is hard-coded for four buttons almost everywhere in its script.
Ah ok. Thank you for your input! Would the Sierra style template be better for implementing more actions like what I'm wanting?

Khris

Yes, it's much easier to add additional actions. You already have a pick up mode and the two user modes directly supported by the event system.

SMF spam blocked by CleanTalk