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Messages - WolfBlacker

#1
Thanks very much  ::)
#2
Yes, yes, no, yes. And...
Umm...I don't know what was it, but I've checked the "Don't use inventory graphics as cursors" in the general settings, it still shows up the "No active item" but suddenly...it works O.O'' I've added one walk-behind and I'm testing it again. An error when I've used item on object. Great, what this time? "In Global script (line 60)
Error: ObjectOn: invalid object specified)"
And in global I didn't changed ANYTHING.
#3
No, I'm not using anything, no modules or script from other forums. And I didn't changed anything.

#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton 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 == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else {   // right-click, so cycle cursor
    mouse.SelectNextMode();
  }
}
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
#4
I'm using the default game. And I used the code that Ashen gave - it shows up "No active item".
#5
Exact message:
Error: run_text_script1: error -6 running function 'object1_a':
Error: Null pointer referenced
in Room 1 script (line 6)

Line 6 is the "Display ("Item %d used on object 1.", player.ActiveInventory.ID);". When I'm using the script-o-name, nothing changes.
#6
Well, it shows me an error -.- (I know, I suck at script) I was copying-pasting the code, and it shows me an error about null pointer referenced (I should modify it? Write chracter[EGO] instead of player, and something else?)
#7
Well, I think id doesn't work at all, DisplayMessage doesn't work too (and it is just after the RestoreWalkableArea). How to make it working?
#8
Whole part of the script:

#sectionstart object1_a  // DO NOT EDIT OR REMOVE THIS LINE
function object1_a() {
  // script for Object 1: Use inventory on object
  if (player.ActiveInventory == inventory[3]){
  RestoreWalkableArea (2);

  }
#9
I don't want to make a new topic because my problem is similar. So:

I've tried with "First time player enters the room" to remove walkable area. To that point evrything is ok, character can't walk on it. But when I want to restore that area, it doesn't work. This is the script for removing:
// script for Room: First time player enters room
{
RemoveWalkableArea (2);
}
}
And this for restoring:
if (player.ActiveInventory == inventory[3]){
  RestoreWalkableArea (2);

  }
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