i'm running into a couple of problems.
1) So originally, I had a handful of hotspots with Look interactions that worked fine. I tried to add some objects but ultimately decided I didn't need them as I'm not utilizing any inventory system, removed them from the room/script, and switched to putting them in as hotspots drawn into the background (since the only thing I need from them is the "look" function with displaying some flavor text). But now only a handful of them will work. Specifically, the first 4 work fine, and all after that don't? I'm not sure if I'm hitting some hotspot limit there or not. Here's my code (don't mind my filler text):
Code: ags
I also have a code running to make the cursor switch automatically when hovering over hotspots in repeatedly_execute-
Code: ags
2) I'm using Sierra-style with background for dialogue, however I have one line that's set to lucasarts using speech.style=eSpeechLucasArts; - however, her talksprite keeps popping up in the middle of her text anyway. i didn't think talksprites displayed with lucasarts style, so maybe that's just a misunderstanding of the functionality on my part, but is there a way to temporarily disable her talk sprite?
(you can see why it's a little awkward:
)
ha! nevermind, got it, sorry!
thanks,
-e
1) So originally, I had a handful of hotspots with Look interactions that worked fine. I tried to add some objects but ultimately decided I didn't need them as I'm not utilizing any inventory system, removed them from the room/script, and switched to putting them in as hotspots drawn into the background (since the only thing I need from them is the "look" function with displaying some flavor text). But now only a handful of them will work. Specifically, the first 4 work fine, and all after that don't? I'm not sure if I'm hitting some hotspot limit there or not. Here's my code (don't mind my filler text):
function hStank_Look()
{
Display ("this is text i cant believe im redoing this");
gSaveGame.Visible = true;
}
function hBrochure_Look()
{
Display ("hi");
}
function hNet_Look()
{
Display("hi again");
}
function hDress_Look()
{
Display ("boo");
}
function hTank_Look()
{
Display("BIG TANK");
}
function hNotepad_Look()
{
Display("stuff here");
}
function hPic_Look()
{
Display ("pic");
}
function hBooks_Look()
{
Display("boo");
}
function hBox_Look()
{
Display("nothing");
}
function hScepter_Look()
{
Display("who knows");
}
I also have a code running to make the cursor switch automatically when hovering over hotspots in repeatedly_execute-
int mm = mouse.Mode;
int nm; // new mode
Hotspot*h;
Object*o;
int lt = GetLocationType(mouse.x, mouse.y); // what's under the cursor?
if (mm != eModeUseinv) {
if (lt == eLocationNothing) nm = eModeWalkto;
if (lt == eLocationHotspot) {
h = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
nm = h.GetProperty("def_curs");
}
if (lt == eLocationObject) {
o = Object.GetAtScreenXY(mouse.x, mouse.y);
nm = o.GetProperty("def_curs");
}
if (lt == eLocationCharacter) {
nm = eModeTalkto;
}
(you can see why it's a little awkward:

thanks,
-e