I'll take this all into consideration. Thank you!
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Show posts MenuGlobal Repeatedly Execute:
if (GetLocationType(mouse.x,mouse.y) != eLocationNothing) {
if(Mouse.Mode!=eModeUseinv) {
if (player == cWoman) Mouse.UseModeGraphic(eModeDapHandU);
if (player == cMan) Mouse.UseModeGraphic(eModePointer); } }
else { Mouse.UseDefaultGraphic (); }
Room multiple hotspot entryways Repeatedly Execute:
// script for Room: Repeatedly execute
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hrighthall) {
if (player == cWoman) Mouse.UseModeGraphic(eModeDapHandR);
else if (player == cMan) Mouse.UseModeGraphic(eModeUsermode2); }
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hlefthall) {
if (player == cWoman) Mouse.UseModeGraphic(eModeDapHandL);
else if (player == cMan) Mouse.UseModeGraphic(eModeUsermode3); }
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hdownstairs) {
if (player == cWoman) Mouse.UseModeGraphic(eModeDapHandD);
else if (player == cMan) Mouse.UseModeGraphic(eModeUsermode5); }
// ** CUSTOM INVENTORY WINDOW
gInventory.Visible = true;
// switch to the Use cursor (to select items with)
mouse.Mode = eModeInteract;
// But, override the appearance to look like the arrow
mouse.UseModeGraphic(eModePointer);
//New cursor logic
if (GetLocationType(mouse.x,mouse.y) != eLocationNothing) {
if(Mouse.Mode!=eModeUseinv) {
if (player == cWoman) Mouse.UseModeGraphic(eModeDapHandU);
// if (player == cWoman) Mouse.ChangeModeGraphic(eModeInteract, 485);
if (player == cMan) Mouse.UseModeGraphic(eModePointer); } }
// if (player == cMan) Mouse.ChangeModeGraphic(eModeInteract, 16); } }
else { Mouse.UseDefaultGraphic (); }
//New cursor logic end
if (GetLocationType(mouse.x,mouse.y) > 0) {
if(Mouse.Mode!=eModeUseinv) mouse.UseModeGraphic(eModePointer);}
else {
Mouse.UseDefaultGraphic();
These deal with the Inventory box buttons:
function btnInvOK_Click(GUIControl *control, MouseButton button) {
// They pressed the OK button, close the GUI
gInventory.Visible = false;
mouse.UseDefaultGraphic();
}
#sectionend btnInvOK_Click // DO NOT EDIT OR REMOVE THIS LINE
function btnInvSelect_Click(GUIControl *control, MouseButton button) {
// They pressed SELECT, so switch to the Get cursor
mouse.Mode = eModeInteract;
// But, override the appearance to look like the arrow
mouse.UseModeGraphic(eModePointer);
}
#sectionend btnInvSelect_Click // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart btnIconCurInv_Click // DO NOT EDIT OR REMOVE THIS LINE
function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
if (player.ActiveInventory != null)
mouse.Mode = eModeUseinv;
}
#sectionend btnIconCurInv_Click // DO NOT EDIT OR REMOVE THIS LINE
This is the icon bar or interface bar
// hide the icon bar and show a GUI
function open_gui(GUI* gui_to_open)
{
// if (gui_to_open != gInventory)
// {
// lblOverHotspot.Visible = false;
// }
gGui3.Visible = false;
mouse.UseModeGraphic(eModePointer);
gui_to_open.Visible = true;
}
// hide the GUI and show the icon bar
function close_gui(GUI* gui_to_close)
{
gui_to_close.Visible = false;
mouse.UseDefaultGraphic();
gGui3.Visible = true;
// lblOverHotspot.Visible = true;
// gIconbar.Visible = true;
}
Multiple hotspots/entryways
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hrighthall) {
mouse.UseModeGraphic(eModeUsermode2); }
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hlefthall) {
mouse.UseModeGraphic(eModeUsermode3); }
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hdownstairs) {
mouse.UseModeGraphic(eModeUsermode5); }
//New Area
bool wasOverActiveArea;
void HandleCursor() {
if (Mouse.Mode == eModeUseinv) return; // do nothing
bool isOverActiveArea = GetLocationType(mouse.x, mouse.y) != eLocationNothing; // compare to enum!
// if (isOverActiveArea && !wasOverActiveArea) {
if (isOverActiveArea) {
// mouse just moved over active area
Mouse.Mode = eModeInteract; }
else if (!isOverActiveArea) {
Mouse.Mode = eModePointer;
Mouse.ChangeModeGraphic(eModePointer, 22); }
// mouse just left active area
//End New Area
}
#sectionstart repeatedly_execute // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
// put anything you want to happen every game cycle here
//New Area
HandleCursor();
//End New Area
//Old cursor logic
// if (GetLocationType(mouse.x,mouse.y) > 0) {
// if(Mouse.Mode!=eModeUseinv) mouse.UseModeGraphic(eModePointer);}
// else {
// Mouse.UseDefaultGraphic(); }
//Old cursor logic end
//New cursor logic
if (GetLocationType(mouse.x,mouse.y) > 0) {
if ((Mouse.Mode!=eModeUseinv) && (Mouse.Mode == eModeInteract)) {
if (player == cWoman) Mouse.ChangeModeGraphic(eModeInteract, 485);
else if (player == cMan) Mouse.ChangeModeGraphic(eModeInteract, 16); }
}
//New cursor logic end
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