edit: fixed it. it's alright to lock this now.

Started by Femme Stab Mode >:D, Sat 04/10/2003 06:52:14

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Femme Stab Mode >:D

I fixed my previous problem, but now after someone *cough* Vel *cough* gave me the wrong advice my save button won't work! Take a look, please help! Please? :)
// main global script file

function game_start() {
 // called when the game starts, before the first room is loaded
}

function repeatedly_execute() {
 // put anything you want to happen every game cycle here
}

function show_inventory_window () {
 // This demonstrates both types of inventory window - the first part is how to
 // show the built-in inventory window, the second part uses the custom one.
 // Un-comment one section or the other below.
 
 // ** DEFAULT INVENTORY WINDOW
 InventoryScreen();
/*  
 // ** CUSTOM INVENTORY WINDOW
 GUIOn (INVENTORY);  
 // switch to the Use cursor (to select items with)
 SetCursorMode (MODE_USE);
 // But, override the appearance to look like the arrow
 SetMouseCursor (6);
*/
}

function on_key_press(int keycode) {
 // called when a key is pressed. keycode holds the key's ASCII code
 if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
 if (keycode==17)  QuitGame(1);   // Ctrl-Q
 if (keycode==363) SaveGameDialog();   // F5
 if (keycode==365) RestoreGameDialog();  // F7
 if (keycode==367) RestartGame();  // F9
 if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
 if (keycode==9)   show_inventory_window();  // Tab, show inventory

 if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
 if (keycode==22)  Debug(1,0);  // Ctrl-V, version
 if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
 if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
}

function on_mouse_click(int button) {
 // called when a mouse button is clicked. button is either LEFT or RIGHT
 if (IsGamePaused() == 1) {
   // Game is paused, so do nothing (ie. don't allow mouse click)
 }
 else if (button==LEFT) {
   ProcessClick(mouse.x, mouse.y, GetCursorMode() );
 }
 else {   // right-click, so cycle cursor
   SetNextCursorMode();
 }
}

function interface_click(int interface, int button) {
 if (interface == ICONBAR) {
   if (button == 0) {  // show inventory
     show_inventory_window();
   }
   else if (button == 1) {   // use selected inventory
     if (character[ GetPlayerCharacter() ].activeinv >= 0)
       SetCursorMode(4);
   }
   else if (button == 1)    // save game
     SaveGameDialog();
   else if (button == 2)   // load game
     RestoreGameDialog();
   else if (button == 3)   // quit
     QuitGame(3);
   else if (button == 4)    // about
     {Display("MAGS game by Alex Varlakova");
     Display("Staring highwaygal (Al Ninio) as himself");
     Display("onethinkinggal (Annie) as herself");
     Display("Miez as Prof.Miez");
     Display("and Femme Fatale as Evil Bitch");
     Display("Engine by Chris Jones www.agsforums.com");
        Display("VISIT itkid.com/sasha.htm and itkid.com for more free games!");
          Display("Love, Alex");}
     
 }  // end if interface ICONBAR

 if (interface == INVENTORY) {
   // They clicked a button on the Inventory GUI
   
   if (button == 1) {
     // They pressed SELECT, so switch to the Get cursor
     SetCursorMode (MODE_USE);
     // But, override the appearance to look like the arrow
     SetMouseCursor (6);
   }
   
   if (button == 2) {
     // They pressed LOOK, so switch to that mode
     SetActiveInventory(-1);
     SetCursorMode(MODE_LOOK);  
   }
   if (button == 3) {
     // They pressed the OK button, close the GUI
     GUIOff (INVENTORY);
     SetDefaultCursor();
   }

   if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
     // scroll down
     game.top_inv_item = game.top_inv_item + game.items_per_line;
   }
   if ((button == 5) && (game.top_inv_item > 0)){
     // scroll up
     game.top_inv_item = game.top_inv_item - game.items_per_line;
   }
 }
}

function character0_a() {
 // script for character0: Look at character
 
}
:)
NANANANANANA ASSHOLE!

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