Not sure how, or even what...

Started by Itta, Fri 26/07/2013 19:25:52

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Itta

I'm sorry, but I couldn't find any reference for this but, I don't even know the terminology to use.
So I need to make more things for my cursor, like walk, look, use and say.  I need to add a few options, like 'eat' or 'leap'.  I need it before I can get very far with this unfortunately.  Please help.

monkey0506

If you right click on "Cursors" you can add a new cursor mode. It will still be up to you to program the interactions that you expect to take place, and you'll end up using a lot of "Any click", but it's completely feasible.

I'm not certain, but I'm reasonably sure that this is something that's covered in the beginner's tutorial and/or the BFAQ. If you have any other specific questions we're happy to help.

Itta

Alright, so should I make a cursor named Ingest, ID being eModeIngest, how do apply that to reactions like the other cursors having functions like
Code: ags
function cEgo_Talk()
{
  cEgo.Say("Nah");
  cEgo.Say("I never was much of a talker.");
}

and the like?  Would it be function cEgo_ingest ?

Crimson Wizard

First of all, there are two cursor modes called "UserMode1" and "UserMode2" which you may rename (optionally) and use for your own purpose. The objects and characters have "Usermode1/2" event reactions.

Then, if those 2 are not enough, you may still use "Any click on ..." reaction. In such case, however, you'll have to check which mode it is precisely in the script:
Code: ags

function cCharacter_AnyClick()
{
    if (mouse.Mode == eModeIngest)
    {
       // do something
    }
    else if (mouse.Mode == eModeDoOtherThing)
    {
       // do something else
    }
}

Itta

#4
Oof, I feel dim now.  Thank you for pointing that out, hehe.  I'll work with those then.

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