Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: DBoyWheeler on Wed 17/01/2018 15:44:45

Title: Verb Coin Inventory Popup
Post by: DBoyWheeler on Wed 17/01/2018 15:44:45
Okay, pardon my noobness, but...

I'm redoing my one AGS project from previous year or year before (because it wasn't turning out as I'd like).

And I'm using the Verbcoin template/module/whatever provided by monkey_05_06.

But... I am not sure if the module includes the inventory coding already (by clicking the right mouse button), or if I have to implement that myself.

I want to include the usual right-click opening and closing the inventory, but not sure what code I need to put in, if monkey_05_06 hadn't included it in the module already.

Any pointers?
Title: Re: Verb Coin Inventory Popup
Post by: Khris on Wed 17/01/2018 17:52:34
Did you try right-clicking? It worked for me.
Title: Re: Verb Coin Inventory Popup
Post by: DBoyWheeler on Wed 17/01/2018 19:30:18
Quote from: Khris on Wed 17/01/2018 17:52:34
Did you try right-clicking? It worked for me.

Oh, so it's already in the module?  I might have to put in a "test character" for the main character to see.
Title: Re: Verb Coin Inventory Popup
Post by: Khris on Wed 17/01/2018 20:01:27
I created a new game based on the template, and right-clicking made the inventory show up.

If you're using just the module, it might be different, but still: what did you try so far? And why do you need a test character to test whether right-clicking brings up the inventory?
Title: Re: Verb Coin Inventory Popup
Post by: DBoyWheeler on Wed 17/01/2018 21:18:19
Well, I found out I forgot to import the actual full module in the thing.  I thought I already did do that, but I didn't! :P

Now I just need to make a cursor and stuff before doing more testing.

Also, I just need to visit the Recruitment thread to see if any want to be part of it... once I get some stuff to show for it.