How would you make the action label (where "walk to" is written) change to a lighter colour if an action is running, keep the text highlighted while the action is running, and when it is over, change back to the original colour??
i.e: in monkey islands, if you make "open door", while guybrush is walking to the door, the action label colour goes lighter, and when he has opened the door, the label change its colour to the previous one and it is set to "walk to" mode.
(i hope to make sense)
thanks
I don't know how to answer your question but maybe you could make it a little clearer and im sure to answer...hopefuly P.S. are you asking how to make the persons talking color
No, no no. I know what he's talking about, but I'm not sure its possible. I'll look into it, and I'll get back
I remember to have seen a SetLabelColor text script command in the manual.... I think I better go see...
furry and TK, it´s not neither the talking colour nor how to change the label colour.
Scummbuddy got it, he seems the only one that can understand my crappy english.
BTW, if highlighting it while the action is performing isnt possible, how would you make it so it highlights for X game cycles?
EDIT:
Ok, i figured it out.
I look forward to your lucas type template
Quoteif highlighting it while the action is performing isnt possible
In fact it's possible: all you need is to highlight the label when the player just started interaction (ex: click to open door; runinteraction = 1) and then restore it when the incteraction is done (either player opened the door or he came to that door but it's locked; if (runinteraction == 1 && player.walking == 0) {blah blah} )
QuoteI look forward to your lucas type template
Yeah, it would be cool if you make one :)
-Cheers
Thanks Scorpiorus, i already make that to work as close as i could to MI2 (close enough for me :)).
the template is almost done, i have to write the documentation and maybe try it a bit more. When i finish that, i will release what could be called a beta version (a beta version of a template?? :-[), because the code is a bit messy, and there could be flaws.
Funny, I'm working on an MI2 template too, complete with Guybrush icon 'n' stuff. I even managed to get "give to" to work properly, since a few templates I'd seen managed to screw it up a bit. Everything works just about exactly as MI2 did.
Oh, and another thing: I've managed to code the inventory scroll arrows to work correctly too, ie. they disappear when they aren't needed. A minor, but it does look pretty neat.
well, the template i am making is not intended to be just MI2, but the first release would be themed with MI2. I tried to make a more general SCUMM type template, that could handle interfaces close to any lucas game (well, apart from loom, cos there is also a plugin by Spyros i think, and the ones that use verb coin). That includes Maniac mansion, indy 3, zack mckraken, etc...
But the reality is that i'm working more on an interface like the ones in MI2,FOA and DOTT.
And yep, both things you said are implemented in the template, cos i´ve been working on the template for a while ;).
But its good to remember that the Give action in the lucas gui that comes with AGS is badly implemented