some questions...

Started by thee_Avatar, Sun 24/08/2003 23:02:01

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thee_Avatar

Hello...umm...as you all notice I am a newbie...   :-[ ;D

I have one simple question (perhaps more): How can I make a inventory LEC style but with less items? Let's say 4 items displayed on 1 row and two buttons to scrool item by item left and right. Is that possible. I've tried all the resources I could find (perhaps not enough) but I cannot do what I would like.

game.num_inv_displayed=4;   But does not work. or perhaps i don't know where to put it. the command tells how many items are displayed in the inventory screen. whatever number I will put in it only shows 8 items, LEC style, which I do not want. I need only 4 and to scrool left right. (Similar to HEROES III artifacts menu in hero screen, but only 4 squares)

game.menu_inv=int;   This one I belive is how many items fit in one inventory. Or perhaps I am wrong.

so. the layout looks like this:

< [3][4][5][6] >

when you press "<" or scrool left
it becomes < [2][3][4][5] >

OR

when one presses ">" or scrool right
becomes < [4][5][6][7] >

I apreciate any help I can get.

I have managed to work out most of the script but still displayes 8 icons instead of 4. Allthough the 4 others are outside the screen so it looks like there are 4. I will probably stop here.

Also, another question. Can I have a game with 2 unique characters. I mean not two charaters with the same inventory, or same stuff but unique. For example if character B speaks gets a diffrent set of information than character A, diffrent topics, diffrent options, diffren inventory, diffrent buttons even (a diffren qui). etc. Is it possible?

NOTE: I will probably use this thread, umm topic for further questions...

Ishmael

If you set the inventory dimesnsions (with SetInvDimensions(int, int); ) to for ex 40x40, and make an inv window of 160x40, and set the game.num_inv_displayed to 4, it should work.

I'm working on a inv this type, just as a test (A from the bottom of the screen sliding inv and modebar, which can be both toggled by themselves, meaning that they can be displayd either both, or by themselves (that make sense?)), but when I finish it (ei. get it to work properly. The inv bar works, but I have problems with the sliding modebar) I might share it... ;)
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

thee_Avatar

#2
You know, strangely enough I managed to get around the problem.

But I don't know why it still displayes 8 items. Now, I used ALL those commands that limit the inventory window to a certain number of items. It only displayes 4 items with the commands game.num_inv_items=4 (I believe). But you CAN'T have more than 4 EVER.

I believe there is a strange bug where whatever you do it STILL displayes 4 columns x 2 rows (8 items).

My luck is that the inventory is somewhere at the bottom and the other items are OUTSIDE the screen.

Oh well, I am satisfied with what I have. ;D It works, in a strange kind of way but it works.

-----

I myself wanted to make a slinding bar instead of a Scrool Left or Scrool right, but there is one BIG problem. I dunnot know. :) Even if I did knew I think the sliding bar would have have made the inventory window jump so much that you would never see certain items.

---

See, I am using a combination between sierra and LEC. I have 4 modes (commands) but also a statusbar and inventory incorporated in a 640x42 bar which is allways visible. (I made it small so that one should see more of the background). That's why I did not posed in the LEC topic.

---

Now, explain more about the modebar. I don't really know what a modebar is. You mean the Mode_Walk, Mode_Talk, etc? I mean IN DEPTH. Seems interesting.

Ishmael

The modebar is the bar with the modes... I have Walk, Look, Talk, Use, Pick UP and Give in mine...
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

thee_Avatar

How do you make the "pick up" mode work?

I have only 4: walk, talk, look, use.
I wanted 12 but I don't know how to implement them.

Ishmael

There is a pick up mode in AGS... mode 5 I believe... Just make it standart cursor mode, and add a button to a gui to it, which has action as set cursor mode and the mode 5... ;)
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Ishmael

#6
And again about the siding inv and modebar... (Roger kindly volunteered to demonstrate it)











The pics above should demonstrate the basic funtion... Both bars can be toggled independently, depending on need for them. If the modebar is turned off, tha statusline apperas next to the toggling arrows.

A description also availbale here.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

thee_Avatar

#7
Very interesting :)

You can make it toggle with right mouse button in a cycle. Click1: display modebar, Click2: display inventory, Click3: hide modebar, Click4: hide inventory. And just cycle trough this four ways of displaying with RMB. Or is just too cumbersome.
Or you can use RMB to display both or hide both.

I have another question: How do I change the font in the dialog bar. Is there any way?

Ishmael

The RMB toggles the cursor mode, because if you hide the modebar, you need to be able to somehow toggle ti, right?

What do you mean with the font question? The font used in speech or the text window, dialog options and buttons?

The fonts can be changed in the font editor in AGS. And I believe the manual covers this subject also... somehow...
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Daniel

I wanted to give the left button the function of walk and interface, and the right to look. I went to the mainscript editor and i wrote: GetCursorMode(0) and something about coordinates to click and do.
To the right button it was:
GetCursorMode(2) (I guess).
It worked but when I tried to use an inventory item on a hotspot, my hero walkes there and the item cursor dissapears.
What should I do in the main script?

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