Hi, so I'm not sure what section this goes in, but what art program should I use for backgrounds? I tried to follow the background tutorial on the main ags site, but artgem isn't available anymore.
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{
if (UsedAction(eGA_LookAt)) {
dBook.Start();
}
}
function iSheet_AnyClick()
{
if (UsedAction(eGA_LookAt)) {
cRachel.Say("It's my bedsheet.");
}
if (UsedAction(eGA_UseInv)) {
if (cRachel.ActiveInventory == iPants) {
cRachel.AddInventory(iSPTT);
cRachel.LoseInventory(iSheet);
cRachel.LoseInventory(iPants);
cRachel.Say("I tied my pants and sheet together. It looks like a rope now.");
}
}
}
function iPants_AnyClick()
{
if (UsedAction(eGA_LookAt)) {
cRachel.Say("It's my pants.");
}
if (UsedAction(eGA_UseInv)) {
if (cRachel.ActiveInventory == iSheet) {
cRachel.AddInventory(iSPTT);
cRachel.LoseInventory(iSheet);
cRachel.LoseInventory(iPants);
cRachel.Say("I tied my pants and sheet together. It looks like a rope now.");
}
}
}
function iBook_OtherClick()
{
if (UsedAction(eGA_LookAt)) {
dBook.Start();
}
else Unhandled();
}
function on_mouse_click(MouseButton button) {
if (!is_gui_disabled()) {
int mrx=mouse.x+GetViewportX();
int mry=mouse.y+GetViewportY();
int x=mouse.x;
int y=mouse.y;
// get location under mouse cursor
GSloctype=GetLocationType(x, y);
GSlocname=Game.GetLocationName(x, y);
GSagsusedmode=Mouse.Mode;
used_action=global_action;
InventoryItem*ii = InventoryItem.GetAtScreenXY(x, y);
if (GSloctype==eLocationHotspot) {
Hotspot*h=Hotspot.GetAtScreenXY(x, y);
GSlocid=h.ID;
}
else if (GSloctype==eLocationCharacter) {
Character*c=Character.GetAtScreenXY(x, y);
GSlocid=c.ID;
}
else if (GSloctype==eLocationObject) {
Object*o=Object.GetAtScreenXY(x, y);
GSlocid=o.ID;
}
else if (ii!=null) GSlocid=ii.ID;
if (IsGamePaused()) {
// Game is paused, so do nothing (ie. don't allow mouse click)
}
// Mousebutton Left
else if (button==eMouseLeft)
{
if (GlobalCondition(2) || GlobalCondition(3) || GlobalCondition(4)) {
// Do nothing, if:
// the mode is useinv and the mouse is over the active inv (like "use knife on knife")
// or the mode is talk, or "Give", and the mouse isnt over a character
// or its GIVE and the mouse isnt over a inv.item
}
else if (ExtensionEx(1, GSlocname)=='e') {
UpdateActionBar();
ActionLine.TextColor=ActionLabelColorHighlighted;
WalkOffScreen();
}
// walk to
else if (GSagsusedmode==eModeUsermode2) {
ActionLine.TextColor=ActionLabelColorHighlighted;
if (IsInteractionAvailable(x, y, GSagsusedmode)) ProcessClick (x, y, GSagsusedmode);
else ProcessClick(x, y, eModeWalkto);
}
// talkto
else if (GSagsusedmode==eModeTalkto && IsInteractionAvailable(x, y, GSagsusedmode) && GSloctype==eLocationCharacter) {
ActionLine.TextColor=ActionLabelColorHighlighted;
if (GoToCharacter(character[GSlocid], eDir_None, NPC_facing_player, 1)) character[GSlocid].RunInteraction(GSagsusedmode);
SetAction(eMA_Default);
}
// Giveto
else if ((GSagsusedmode == eModeUseinv) && GSloctype==eLocationCharacter && isAction(eGA_GiveTo)) {
ActionLine.TextColor=ActionLabelColorHighlighted;
ItemGiven=player.ActiveInventory;
if (GoToCharacter(character[GSlocid], eDir_None, NPC_facing_player, 2)) {
if (IsInteractionAvailable (mrx - GetViewportX (), mry - GetViewportY (), eModeUseinv) == 1) {
character[GSlocid].RunInteraction(eModeUseinv);
}
}
SetAction (eMA_Default);
}
else {
UpdateActionBar();
ActionLine.TextColor=ActionLabelColorHighlighted;
ProcessClick(x, y, GSagsusedmode);
SetAction(eMA_Default);
ItemGiven=null;
}
}
// Mousebutton Right
else if (button==eMouseRight) {
if (alternative_action==eMA_Default) {
SetAction(eMA_Default);
ActionLine.TextColor=ActionLabelColorHighlighted;
if (Mouse.Mode==eModeUsermode2) {
if (ExtensionEx(1, GSlocname)=='e') {
UpdateActionBar();
ActionLine.TextColor=ActionLabelColorHighlighted;
WalkOffScreen();
}
else ProcessClick(x, y, eModeWalkto);
}
else ProcessClick(x, y, Mouse.Mode);
}
else
{
SetAction(alternative_action);
used_action=global_action;
UpdateActionBar();
ActionLine.TextColor=ActionLabelColorHighlighted;
GSagsusedmode=Mouse.Mode;
if (GSagsusedmode==eModeTalkto && IsInteractionAvailable(x, y, GSagsusedmode) && GSloctype==eLocationCharacter) { //(GetCharacterAt (mouse.x, mouse.y) < 7))
if (GoToCharacter(character[GSlocid], eDir_None, NPC_facing_player,2 )) character[GSlocid].RunInteraction(GSagsusedmode);
}
else ProcessClick(x, y, GSagsusedmode);
SetAction(eMA_Default);
}
}
//left click in inventory
else if (button==eMouseLeftInv) {
if (!isAction(eGA_GiveTo))ItemGiven= null;
if (GlobalCondition (1)) {
// if the mouse is in the inventory and modes Walk or pickup are selected
SetAction (eGA_Use);
location=GSinvloc;
if (Extension()=='u' && ii.IsInteractionAvailable(eModeInteract)) {
// use it immediately (not with anything else)
used_action=global_action;
ii.RunInteraction(eModeInteract);
SetAction(eMA_Default);
}
else {
if (oldschool_inv_clicks) {
SetAction (eGA_LookAt);
used_action=global_action;
ii.RunInteraction(eModeLookat);
SetAction(eMA_Default);
}
else player.ActiveInventory=ii;
}
}
else if (GlobalCondition (2) == 1) {
// if the mode is useinv and the mouse is over the active inv (like "use knife on knife")
// so do nothing again
}
else {
used_action=global_action;
if (Mouse.Mode==eModeInteract) {
if (isAction(eGA_Use) && ii.IsInteractionAvailable(eModeInteract)) {
ActionLine.TextColor=ActionLabelColorHighlighted;
ii.RunInteraction(eModeInteract);
SetAction(eMA_Default);
}
else player.ActiveInventory=ii;
}
else {
if ( (Mouse.Mode >0 && Mouse.Mode <10 )&& ii != null) {
GSagsusedmode=Mouse.Mode;
ActionLine.TextColor=ActionLabelColorHighlighted;
ii.RunInteraction(Mouse.Mode);
SetAction(eMA_Default);
}
}
}
}
//right click in inventory
else if (button==eMouseRightInv) {
if (alternative_action==eMA_Default) {
SetAction(eMA_Default);
}
else {
SetAction(alternative_action);
used_action=global_action;
GSagsusedmode=Mouse.Mode;
if (Mouse.Mode==eModeInteract) {
if (isAction(eGA_Use) && ii.IsInteractionAvailable(eModeInteract)) {
UpdateActionBar();
ActionLine.TextColor=ActionLabelColorHighlighted;
ii.RunInteraction(eModeInteract);
SetAction(eMA_Default);
}
else player.ActiveInventory=ii;
}
else {
UpdateActionBar();
ActionLine.TextColor=ActionLabelColorHighlighted;
SetAction(eMA_Default);
}
}
}
}
}
function repeatedly_execute_always() {
// Doubleclick Timer
if (!IsGamePaused() && !is_gui_disabled()) {
if (timer_run == true)
{
timer_click++;
if (timer_click >= dc_speed){
timer_click = 0;
timer_run = false;
}
}
}
}
//room script file
function hTv_Look()
{
cRachel.Walk(280, 170, eBlock, eWalkableAreas);
cRachel.FaceLocation(318, 128);
cRachel.Say("It's my television. Alright! Yes, I know it's old fashioned. You don't have to rub it in...");
}
function hTv_Interact()
{
cRachel.Walk(280, 170, eBlock, eWalkableAreas);
cRachel.FaceLocation(318, 128);
cRachel.Say("I have no time to watch television now. I should try and find my key.");
}
function hTv_Talk()
{
cRachel.Walk(280, 170, eBlock, eWalkableAreas);
cRachel.FaceLocation(318, 128);
cRachel.Say("Wow. I really am going insane, talking to inanimate objects.");
}
function hLamp_Interact()
{
cRachel.Walk(360, 160, eBlock, eWalkableAreas);
cRachel.FaceLocation(373, 122);
cRachel.Say("Fine, I'll turn it off.");
}
function hLamp_Look()
{
cRachel.Walk(360, 160, eBlock, eWalkableAreas);
cRachel.FaceLocation(373, 122);
cRachel.Say("It's my bedside lamp.");
}
function hLamp_Talk()
{
cRachel.Walk(360, 160, eBlock, eWalkableAreas);
cRachel.FaceLocation(373, 122);
cRachel.Say("Wow. I really am going insane, talking to inanimate objects.");
}
function hBed_Interact()
{
cRachel.Walk(325, 200, eBlock, eWalkableAreas);
cRachel.FaceLocation(343, 167);
cRachel.Say("Is my key under here? No.");
}
function hBed_Look()
{
cRachel.Walk(325, 200, eBlock, eWalkableAreas);
cRachel.FaceLocation(343, 167);
cRachel.Say("It's my bed. I'm kind of sleepy...");
}
function hBed_Talk()
{
cRachel.Walk(325, 200, eBlock, eWalkableAreas);
cRachel.FaceLocation(343, 167);
cRachel.Say("Wow. I really am going insane, talking to inanimate objects.");
}
function hPainting_Interact()
{
cRachel.Walk(263, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(262, 118);
cRachel.Say("I'm pretty sure my key's not there.");
}
function hPainting_Look()
{
cRachel.Walk(263, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(262, 118);
cRachel.Say("It's some random painting my mom gave me.");
}
function hPainting_Talk()
{
cRachel.Walk(263, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(262, 118);
cRachel.Say("Wow. I really am going insane, talking to inanimate objects.");
}
function hLampb_Interact()
{
cRachel.Walk(80, 170, eBlock, eWalkableAreas);
cRachel.FaceLocation(80, 64);
cRachel.Say("Fine, I'll turn it off.");
}
function hLampb_Look()
{
cRachel.Walk(80, 170, eBlock, eWalkableAreas;
cRachel.FaceLocation(80, 64);
cRachel.Say("It's my big lamp. Can you believe this place came without a light?");
}
function hLampb_Talk()
{
cRachel.Walk(80, 170, eBlock, eWalkableAreas);
cRachel.FaceLocation(80, 64);
cRachel.Say("Wow. I really am going insane, talking to inanimate objects.");
}
function oPants_Look()
{
cRachel.Walk(276, 188, eBlock, eWalkableAreas);
cRachel.FaceLocation(274, 177);
cRachel.Say("PANTS ON THE GROUND! PANTS ON THE GROUND! LOOKIN' LIKE A FOOL WITH YOUR PANTS ON THE GROUND!");
}
function oPants_Interact()
{
cRachel.Walk(276, 188, eBlock, eWalkableAreas);
cRachel.FaceLocation(274, 177);
cRachel.AddInventory(iPants);
oPants.Visible = false;
cRachel.Say("My keys aren't in them. Might as well keep it.");
}
function room_AfterFadeIn()
{
dDialog0.Start();
}
function oShirt_Interact()
{
cRachel.Walk(172, 172, eBlock, eWalkableAreas);
cRachel.FaceLocation(130, 190);
cRachel.AddInventory(iShirt);
oShirt.Visible = false;
cRachel.Say("My keys aren't under it. Who knows. A shirt could come in handy some day.");
}
function oShirt_Look()
{
cRachel.Walk(172, 172, eBlock, eWalkableAreas);
cRachel.FaceLocation(130, 190);
cRachel.Say("A shirt with a smiley face on it. Honestly I don't know where I get half my clothes.");
}
function oShirt_Talk()
{
cRachel.Walk(172, 172, eBlock, eWalkableAreas);
cRachel.FaceLocation(130, 190);
cRachel.Say("Wow. I really am going insane, talking to inanimate objects.");
}
function oSock_Interact()
{
cRachel.Walk(225, 185, eBlock, eWalkableAreas);
cRachel.FaceLocation(207, 181);
cRachel.AddInventory(iSock);
oSock.Visible = false;
cRachel.Say("Yes! Found my key! What it was doing in my sock I have no idea. I should get my other things before I leave.");
cRachel.AddInventory(iKey);
}
function oSock_Look()
{
cRachel.Walk(225, 185, eBlock, eWalkableAreas);
cRachel.FaceLocation(207, 181);
cRachel.Say("It's a neon pink sock. Eww what a disgusting color.");
}
function oSock_Talk()
{
cRachel.Walk(225, 185, eBlock, eWalkableAreas);
cRachel.FaceLocation(207, 181);
cRachel.Say("Wow. I really am going insane, talking to inanimate objects.");
}
function oDoor_Interact()
{
cRachel.Walk(34, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(32, 48);
cRachel.Say("It's locked. Yup, I don't have my key!");
}
function oDoor_Look()
{
cRachel.Walk(34, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(32, 48);
cRachel.Say("It's a door that's blocking my way.");
}
function oDoor_Talk()
{
cRachel.Walk(34, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(32, 48);
cRachel.Say("Wow. I really am going insane, talking to inanimate objects.");
}
function oDoor2_Interact()
{
cRachel.Walk(34, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(32, 48);
cRachel.Say("It's open, no need to do anything with it now.");
}
function oDoor2_Look()
{
cRachel.Walk(34, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(32, 48);
cRachel.Say("It's a door that I just opened.");
}
function oDoor2_Talk()
{
cRachel.Walk(34, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(32, 48);
cRachel.Say("Wow. I really am going insane, talking to inanimate objects.");
}
function oDoor_UseInv()
{
if (cRachel.ActiveInventory == iKey) {
cRachel.Walk(34, 168, eBlock, eWalkableAreas);
cRachel.FaceLocation(32, 48);
oDoor.Visible = false;
oDoor2.Visible = true;
cRachel.Say("Finally the door is opened. Well, before I go I should get all my stuff.");
}
}
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