Ah, thank you! HA HA!

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Show posts MenuQuote from: Khris on Wed 08/01/2014 00:45:09
the bools don't get all changed to true.
function room_RepExec()
{
if (ITEMI == true && ITEMII == true && ITEMIII == true && Game.DoOnceOnly("DoorOpened")){
...
}
}
function room_RepExec()
{
if (Game.DoOnceOnly("DoorOpened")){
if (ITEMI && ITEMII && ITEMIII == true){
cBellatrix.Say("Das waren alle fehlenden Ornamente.");
Wait(20);
cBellatrix.Say("Die Türen müssten nun offen sein");
oDoorI.Visible = false;
oDoorII.Visible = false;
}
}
}
function btnRestoreGame_OnClick(GUIControl *control, MouseButton button)
{
if (lstRestoreGamesList.SelectedIndex >= 0)
{
RestoreGameSlot(lstRestoreGamesList.SaveGameSlots[lstRestoreGamesList.SelectedIndex]);
}
close_restore_game_dialog();
aMainTheme.Stop();
gInventory.Visible = true;
gInventorySchno.Visible = true;
}
function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
int i = 0;
while (i < lstSaveGamesList.ItemCount)
{
if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
{
gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
}
i++;
}
SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
close_save_game_dialog();
}
function show_restore_game_dialog()
{
gRestoreGame.Visible = true;
lstRestoreGamesList.FillSaveGameList();
mouse.UseModeGraphic(eModePointer);
}
function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
int i = 0;
while (i < lstSaveGamesList.ItemCount)
{
if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
{
gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
}
i++;
}
SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
close_save_game_dialog();
}
player.Say("Oh, No its under the point "SpeechView property");
player.Say("No this was too easy! I am sorry, but thank you so mutch.");
Player.LockView(3);
PLayer.Animate(20, 3, eOnce, eBlock, eForwards);
Wait(60);
Player.UnlockView();
Player.ChangeRoom(304);
gInventory.Visible = false;
gDeathMessage.Visible = true;
aGameOver.Play;
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