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Messages - rodriguez1222

#1
WOW!
Perfect!  Thank you ever so much!

This one is a bit more comlicated and in fact the reason I thought I had to lay the prievious script out the way I did:

Code: ags

function room_b() {
  // script for Room: Repeatedly execute
if (GetGlobalInt (107)<=0) { oBecky.SetView(8,5);}
if (GetGlobalInt (107)==1) { oBecky.SetView(8,6); }
if (GetGlobalInt (107)==2) { oBecky.SetView(8,7); }
if (GetGlobalInt (107)==3) { oBecky.SetView(8,8); }
if (GetGlobalInt (107)==4) { oBecky.SetView(8,9); }
if (GetGlobalInt (107)==5) { oBecky.SetView(8,10);  }
if (GetGlobalInt (107)==6) { oBecky.SetView(8,11);  PlaySound (5); }
if (GetGlobalInt (107)==7) { oBecky.SetView(8,10); }
if (GetGlobalInt (107)==8) { oBecky.SetView(8,9); }
if (GetGlobalInt (107)==9) { oBecky.SetView(8,8); }
if (GetGlobalInt (107)==10) { oBecky.SetView(8,7); }
if (GetGlobalInt (107)==11) { oBecky.SetView(8,6);SetGlobalInt (100, 1);}
if (GetGlobalInt (107)==12) { oBecky.SetView(8,5); }
if (GetGlobalInt (107)==13) { oBecky.SetView(8,4);  SetGlobalInt (100, 2);}
if (GetGlobalInt (107)==14) { oBecky.SetView(8,3); }
if (GetGlobalInt (107)==15) { oBecky.SetView(8,2);  SetGlobalInt (100, 3);}
if (GetGlobalInt (107)==16) { oBecky.SetView(8,1); }
if (GetGlobalInt (107)==17) { oBecky.SetView(8,0);  PlaySound (8);  SetGlobalInt (100, 4);}
if (GetGlobalInt (107)==18) { oBecky.SetView(8,2); }
if (GetGlobalInt (107)==19) { oBecky.SetView(8,4); SetGlobalInt (100, 5);}
if (GetGlobalInt (107)==20) { oBecky.SetView(8,6); }
if (GetGlobalInt (107)==21) { oBecky.SetView(8,8);  SetGlobalInt (100, 6);}
if (GetGlobalInt (107)==22) { oBecky.SetView(8,10);  PlaySound (10); }
if (GetGlobalInt (107)==23) { oBecky.SetView(8,7); SetGlobalInt (100, 7);}
if (GetGlobalInt (107)==24) { oBecky.SetView(8,4); }
if (GetGlobalInt (107)==25) { oBecky.SetView(8,1); SetGlobalInt (100, 8);}
if (GetGlobalInt (107)==26) { oBecky.SetView(8,0);  PlaySound (5); }
if (GetGlobalInt (107)==27) { oBecky.SetView(8,3);  SetGlobalInt (100, 9);}
if (GetGlobalInt (107)==28) { oBecky.SetView(8,6); }
if (GetGlobalInt (107)==29) { oBecky.SetView(8,9);  SetGlobalInt (100, 10);}
if (GetGlobalInt (107)==30) { oBecky.SetView(8,10); }
if (GetGlobalInt (107)==31) { oBecky.SetView(8,11); PlaySound (8); SetGlobalInt (100, 11);}
if (GetGlobalInt (107)==32) { oBecky.SetView(8,9); }
if (GetGlobalInt (107)==33) { oBecky.SetView(8,7);  SetGlobalInt (100, 12);}
if (GetGlobalInt (107)==34) { oBecky.SetView(8,5); }
if (GetGlobalInt (107)==35) { oBecky.SetView(8,3); SetGlobalInt (100, 13);}
if (GetGlobalInt (107)==36) { oBecky.SetView(8,1);  PlaySound (10); }
if (GetGlobalInt (107)==37) { oBecky.SetView(8,3);  SetGlobalInt (100, 14);}
if (GetGlobalInt (107)==38) { oBecky.SetView(8,6); }
if (GetGlobalInt (107)==39) { oBecky.SetView(8,9);  SetGlobalInt (100, 15);}
if (GetGlobalInt (107)==40) { oBecky.SetView(8,11); PlaySound (1);}
if (GetGlobalInt (107)==41) { oBecky.SetView(8,7); SetGlobalInt (100, 16);}
if (GetGlobalInt (107)==42) { oBecky.SetView(8,4); }
if (GetGlobalInt (107)==43) { oBecky.SetView(8,1);  PlaySound (5); SetGlobalInt (100, 17);}
if (GetGlobalInt (107)==44) { oBecky.SetView(8,3); }
if (GetGlobalInt (107)==45) { oBecky.SetView(8,6); SetGlobalInt (100, 20);}
if (GetGlobalInt (107)==46) { oBecky.SetView(8,8); }
if (GetGlobalInt (107)==47) { oBecky.SetView(8,11); PlaySound (8); SetGlobalInt (100, 23);}
if (GetGlobalInt (107)==48) { oBecky.SetView(8,12); }
if (GetGlobalInt (107)==49) { oBecky.SetView(8,13); SetGlobalInt (100, 26);}
if (GetGlobalInt (107)==50) { oBecky.SetView(8,14); }
if (GetGlobalInt (107)==51) { oBecky.SetView(8,15); PlaySound (1); SetGlobalInt (100, 29);}
if (GetGlobalInt (107)==52) { oBecky.SetView(9,0); }
if (GetGlobalInt (107)==53) { oBecky.SetView(9,1); SetGlobalInt (100, 32);}
if (GetGlobalInt (107)==54) { oBecky.SetView(9,2); }
if (GetGlobalInt (107)==55) { oBecky.SetView(9,3); SetGlobalInt (100, 35);}
if (GetGlobalInt (107)==56) { oBecky.SetView(9,4); }
if (GetGlobalInt (107)==57) { oBecky.SetView(9,5); SetGlobalInt (100, 38);}
if (GetGlobalInt (107)==58) { oBecky.SetView(9,6); }
if (GetGlobalInt (107)==59) { oBecky.SetView(9,7); SetGlobalInt (100, 41);}
if (GetGlobalInt (107)==60) { oBecky.SetView(9,8); }
if (GetGlobalInt (107)==61) { oBecky.SetView(9,9); PlaySound (3); SetGlobalInt (100, 44);}
if (GetGlobalInt (107)==62) { oBecky.SetView(9,10); }
if (GetGlobalInt (107)==63) { oBecky.SetView(9,11); SetGlobalInt (100, 47);}
if (GetGlobalInt (107)==64) { oBecky.SetView(9,12); }
if (GetGlobalInt (107)==65) { oBecky.SetView(9,13); SetGlobalInt (100, 50);}
if (GetGlobalInt (107)==66) { oBecky.SetView(9,13); PlaySound (5);}
if (GetGlobalInt (107)==67) { oBecky.SetView(9,12); SetGlobalInt (100, 53);}
if (GetGlobalInt (107)==68) { oBecky.SetView(9,10); PlaySound (3);}
if (GetGlobalInt (107)==69) { oBecky.SetView(9,8); SetGlobalInt (100, 56);}
if (GetGlobalInt (107)==70) { oBecky.SetView(9,6); }
if (GetGlobalInt (107)==71) { oBecky.SetView(9,4); SetGlobalInt (100, 59);}
if (GetGlobalInt (107)==72) { oBecky.SetView(9,2); }
if (GetGlobalInt (107)==73) { oBecky.SetView(9,0); PlaySound (1); SetGlobalInt (100, 62);}
if (GetGlobalInt (107)==74) { oBecky.SetView(8,14); }
if (GetGlobalInt (107)==75) { oBecky.SetView(9,1); SetGlobalInt (100, 65);}
if (GetGlobalInt (107)==76) { oBecky.SetView(9,4); }
if (GetGlobalInt (107)==77) { oBecky.SetView(9,7); SetGlobalInt (100, 68);}
if (GetGlobalInt (107)==78) { oBecky.SetView(9,10); PlaySound (3); }
if (GetGlobalInt (107)==79) { oBecky.SetView(9,13); SetGlobalInt (100, 71);}
if (GetGlobalInt (107)==80) { oBecky.SetView(9,13); PlaySound (13); }
if (GetGlobalInt (107)==81) { oBecky.SetView(9,11); SetGlobalInt (100, 74);}
if (GetGlobalInt (107)==82) { oBecky.SetView(9,8); PlaySound (8); }
if (GetGlobalInt (107)==83) { oBecky.SetView(9,5); SetGlobalInt (100, 77);}
if (GetGlobalInt (107)==84) { oBecky.SetView(9,2); }
if (GetGlobalInt (107)==85) { oBecky.SetView(8,15); PlaySound (3);SetGlobalInt (100, 90);}
if (GetGlobalInt (107)==86) { oBecky.SetView(9,3); }
if (GetGlobalInt (107)==87) { oBecky.SetView(9,7); PlaySound (13);SetGlobalInt (100, 93);}
if (GetGlobalInt (107)==88) { oBecky.SetView(9,11); }
if (GetGlobalInt (107)==89) { oBecky.SetView(9,13); PlaySound (1);SetGlobalInt (100, 96);}
if (GetGlobalInt (107)==90) { oBecky.SetView(9,10); }
if (GetGlobalInt (107)==91) { oBecky.SetView(9,6); PlaySound (3);SetGlobalInt (100, 99);}
if (GetGlobalInt (107)==92) { oBecky.SetView(9,2); }
if (GetGlobalInt (107)==93) { oBecky.SetView(8,15); PlaySound (5);SetGlobalInt (100, 101);}
if (GetGlobalInt (107)==94) { oBecky.SetView(9,1); }
if (GetGlobalInt (107)==95) { oBecky.SetView(8,15); PlaySound (3);SetGlobalInt (100, 104);}

if (GetGlobalInt (107) > 95) { SetGlobalInt(100,0); SetGlobalInt(107,0); SetGlobalInt(108,0); player.ChangeRoom(95);}
}


The script reacts to a script that increases INT 107 with keypresses and a timer.  Basically as the user presses the arrow keys in sequence INT 107 increases with correct key presses within a set time.  If the keys are pressed out of order or the timer expires INT 107 decreases.
The issue I'm running into (besides the messy script) is the fact that there is a sound echo.  I think it may be from INT 107 decreasing and increasing repeatedly in one instance, but I'm not sure.

Thanks again.
#2
Im looking to optimize some of my scripts.Ã,  I would have to guess there is some way to minimize this:

Code: ags

function repeatedly_execute() {
Ã,  if (GetGlobalInt(100) == 0){btnmarheat.Width=0;}
Ã,  if (GetGlobalInt(100) == 1){btnmarheat.Width=1;}
Ã,  if (GetGlobalInt(100) == 2){btnmarheat.Width=2;}
Ã,  if (GetGlobalInt(100) == 3){btnmarheat.Width=3;}
Ã,  if (GetGlobalInt(100) == 4){btnmarheat.Width=4;}
Ã,  if (GetGlobalInt(100) == 5){btnmarheat.Width=5;}
Ã,  if (GetGlobalInt(100) == 6){btnmarheat.Width=6;}
Ã,  if (GetGlobalInt(100) == 7){btnmarheat.Width=7;}
Ã,  if (GetGlobalInt(100) == 8){btnmarheat.Width=8;}
Ã,  if (GetGlobalInt(100) == 9){btnmarheat.Width=9;}
Ã,  if (GetGlobalInt(100) == 10){btnmarheat.Width=10;}
Ã,  if (GetGlobalInt(100) == 11){btnmarheat.Width=11;}
Ã,  if (GetGlobalInt(100) == 12){btnmarheat.Width=12;}
Ã,  if (GetGlobalInt(100) == 13){btnmarheat.Width=13;}
Ã,  if (GetGlobalInt(100) == 14){btnmarheat.Width=14;}
Ã,  if (GetGlobalInt(100) == 15){btnmarheat.Width=15;}
Ã,  if (GetGlobalInt(100) == 16){btnmarheat.Width=16;}
Ã,  if (GetGlobalInt(100) == 17){btnmarheat.Width=17;}
Ã,  if (GetGlobalInt(100) == 18){btnmarheat.Width=18;}
Ã,  if (GetGlobalInt(100) == 19){btnmarheat.Width=19;}
Ã,  if (GetGlobalInt(100) == 20){btnmarheat.Width=20;}
Ã,  if (GetGlobalInt(100) == 21){btnmarheat.Width=21;}
Ã,  if (GetGlobalInt(100) == 22){btnmarheat.Width=22;}
Ã,  if (GetGlobalInt(100) == 23){btnmarheat.Width=23;}
Ã,  if (GetGlobalInt(100) == 24){btnmarheat.Width=24;}
Ã,  if (GetGlobalInt(100) == 25){btnmarheat.Width=25;}
Ã,  if (GetGlobalInt(100) == 26){btnmarheat.Width=26;}
Ã,  if (GetGlobalInt(100) == 27){btnmarheat.Width=27;}
Ã,  if (GetGlobalInt(100) == 28){btnmarheat.Width=28;}
Ã,  if (GetGlobalInt(100) == 29){btnmarheat.Width=29;}
Ã,  if (GetGlobalInt(100) == 30){btnmarheat.Width=30;}
Ã,  if (GetGlobalInt(100) == 31){btnmarheat.Width=31;}
Ã,  if (GetGlobalInt(100) == 32){btnmarheat.Width=32;}
Ã,  if (GetGlobalInt(100) == 33){btnmarheat.Width=33;}
Ã,  if (GetGlobalInt(100) == 34){btnmarheat.Width=34;}
Ã,  if (GetGlobalInt(100) == 35){btnmarheat.Width=35;}
Ã,  if (GetGlobalInt(100) == 36){btnmarheat.Width=36;}
Ã,  if (GetGlobalInt(100) == 37){btnmarheat.Width=37;}
Ã,  if (GetGlobalInt(100) == 38){btnmarheat.Width=38;}
Ã,  if (GetGlobalInt(100) == 39){btnmarheat.Width=39;}
Ã,  if (GetGlobalInt(100) == 40){btnmarheat.Width=40;}
Ã,  if (GetGlobalInt(100) == 41){btnmarheat.Width=41;}
Ã,  if (GetGlobalInt(100) == 42){btnmarheat.Width=42;}
Ã,  if (GetGlobalInt(100) == 43){btnmarheat.Width=43;}
Ã,  if (GetGlobalInt(100) == 44){btnmarheat.Width=44;}
Ã,  if (GetGlobalInt(100) == 45){btnmarheat.Width=45;}
Ã,  if (GetGlobalInt(100) == 46){btnmarheat.Width=46;}
Ã,  if (GetGlobalInt(100) == 47){btnmarheat.Width=47;}
Ã,  if (GetGlobalInt(100) == 48){btnmarheat.Width=48;}
Ã,  if (GetGlobalInt(100) == 49){btnmarheat.Width=49;}
Ã,  if (GetGlobalInt(100) == 50){btnmarheat.Width=50;}
Ã,  if (GetGlobalInt(100) == 51){btnmarheat.Width=51;}
Ã,  if (GetGlobalInt(100) == 52){btnmarheat.Width=52;}
Ã,  if (GetGlobalInt(100) == 53){btnmarheat.Width=53;}
Ã,  if (GetGlobalInt(100) == 54){btnmarheat.Width=54;}
Ã,  if (GetGlobalInt(100) == 55){btnmarheat.Width=55;}
Ã,  if (GetGlobalInt(100) == 56){btnmarheat.Width=56;}
Ã,  if (GetGlobalInt(100) == 57){btnmarheat.Width=57;}
Ã,  if (GetGlobalInt(100) == 58){btnmarheat.Width=58;}
Ã,  if (GetGlobalInt(100) == 59){btnmarheat.Width=59;}
Ã,  if (GetGlobalInt(100) == 60){btnmarheat.Width=60;}
Ã,  if (GetGlobalInt(100) == 61){btnmarheat.Width=61;}
Ã,  if (GetGlobalInt(100) == 62){btnmarheat.Width=62;}
Ã,  if (GetGlobalInt(100) == 63){btnmarheat.Width=63;}
Ã,  if (GetGlobalInt(100) == 64){btnmarheat.Width=64;}
Ã,  if (GetGlobalInt(100) == 65){btnmarheat.Width=65;}
Ã,  if (GetGlobalInt(100) == 66){btnmarheat.Width=66;}
Ã,  if (GetGlobalInt(100) == 67){btnmarheat.Width=67;}
Ã,  if (GetGlobalInt(100) == 68){btnmarheat.Width=68;}
Ã,  if (GetGlobalInt(100) == 69){btnmarheat.Width=69;}
Ã,  if (GetGlobalInt(100) == 70){btnmarheat.Width=70;}
Ã,  if (GetGlobalInt(100) == 71){btnmarheat.Width=71;}
Ã,  if (GetGlobalInt(100) == 72){btnmarheat.Width=72;}
Ã,  if (GetGlobalInt(100) == 73){btnmarheat.Width=73;}
Ã,  if (GetGlobalInt(100) == 74){btnmarheat.Width=74;}
Ã,  if (GetGlobalInt(100) == 75){btnmarheat.Width=75;}
Ã,  if (GetGlobalInt(100) == 76){btnmarheat.Width=76;}
Ã,  if (GetGlobalInt(100) == 77){btnmarheat.Width=77;}
Ã,  if (GetGlobalInt(100) == 78){btnmarheat.Width=78;}
Ã,  if (GetGlobalInt(100) == 79){btnmarheat.Width=79;}
Ã,  if (GetGlobalInt(100) == 80){btnmarheat.Width=80;}
Ã,  if (GetGlobalInt(100) == 81){btnmarheat.Width=81;}
Ã,  if (GetGlobalInt(100) == 82){btnmarheat.Width=82;}
Ã,  if (GetGlobalInt(100) == 83){btnmarheat.Width=83;}
Ã,  if (GetGlobalInt(100) == 84){btnmarheat.Width=84;}
Ã,  if (GetGlobalInt(100) == 85){btnmarheat.Width=85;}
Ã,  if (GetGlobalInt(100) == 86){btnmarheat.Width=86;}
Ã,  if (GetGlobalInt(100) == 87){btnmarheat.Width=87;}
Ã,  if (GetGlobalInt(100) == 88){btnmarheat.Width=88;}
Ã,  if (GetGlobalInt(100) == 89){btnmarheat.Width=89;}
Ã,  if (GetGlobalInt(100) == 90){btnmarheat.Width=90;}
Ã,  if (GetGlobalInt(100) == 91){btnmarheat.Width=91;}
Ã,  if (GetGlobalInt(100) == 92){btnmarheat.Width=92;}
Ã,  if (GetGlobalInt(100) == 93){btnmarheat.Width=93;}
Ã,  if (GetGlobalInt(100) == 94){btnmarheat.Width=94;}
Ã,  if (GetGlobalInt(100) == 95){btnmarheat.Width=95;}
Ã,  if (GetGlobalInt(100) == 96){btnmarheat.Width=96;}
Ã,  if (GetGlobalInt(100) == 97){btnmarheat.Width=97;}
Ã,  if (GetGlobalInt(100) == 98){btnmarheat.Width=98;}
Ã,  if (GetGlobalInt(100) == 99){btnmarheat.Width=99;}
Ã,  if (GetGlobalInt(100) == 100){btnmarheat.Width=100;}
Ã,  if (GetGlobalInt(100) == 101){btnmarheat.Width=101;}
Ã,  if (GetGlobalInt(100) == 102){btnmarheat.Width=102;}
Ã,  if (GetGlobalInt(100) == 103){btnmarheat.Width=103;}
Ã,  if (GetGlobalInt(100) == 104){btnmarheat.Width=104;}


The code makes a sort of life bar GUI increase in length as the INT increases.
Ive got quite a few of these types of scripts written in my project, just seems messy....

Thanks in advance.
#3
it seems the error was in attempting to call the inventory window from two different GUIs.

I deleted the second GUI and remade it and it works now.

Could you possibly put here what the error means, for future reference?

Obviously I did something wrong the first time I created the second GUI but I have no idea what and this prevents me from learning from whatever mistake I made.  I'm a firm believer in the notion that having a working script isn't as important as why it works.

Thanks for the quick responses.  You guys are great!
#4
I changed the graphics on my Inventory GUI, nothing else, this is the line Im getting the error in:

function show_inventory_window () {

I tried changing around the lines afterward and nothing else happens.  I started a new game and it seems the script is the same by default, but it works fine there.

I've no idea what to do to get it to work, I searched the forum for the specific error with no results.  I'm so close to completion on this thing and was expecting the inventory graphics to be an easy thing to alter...lol..

Any help you could offer would be appreciated.
Thanks
#5
Thanks, yes Ive broken those elements down, and I think I have devised a workable system to some extent...  I don't think it's the easiest way to do it, but it's functional.

And yes, having been married for over 10 years now 'lovemaking' is about a great deal more than the rythm.  Fortunately, the motion in the ocean and your character's suave is all you'll need in this game.
Besides... the game is about lust, not love...
The game itself takes a more shouvanistic approach to the female gender, sort of a love-em and leave-em, bag as many babes as you can in the time frame....

hehe

Thanks for your help.
#6
Through the great help of the search button and a fewamazing people here, I have weeded my way through the scripting of my first project and am coming to the end of the line.

I went so far as to convert all the tutorials I thought I would ever use, collected from around the forums and the help files.Ã,  I took these, printed them, and bound them in a text book with as much graphic reference as I could muster.Ã,  Yes I bound them, so now I have my very own 'AGS for Dummies' text book :)

Anyway, the final problem I am trying to overcome and I'm not even sure if it's possible is a rhythmic keypress script.

The actual project I'm working on is adult in nature (sorta like the dirtier side of Liesure Suit Larry) so I'll try to give a basic account of what I'm trying to accomplish in another context so as not to offend anyone.

I would like to allow the player to do something sorta like the old school nintendo games...Ã,  press button A in a basic rhythm for x amount of seconds to advance the scene.Ã,  The rhythm gets faster and if the player can't keep up the scene reverts back to its previous state.
I was thinking having to press the arrow keys L, U, D, R in a heartbeat rhythm and as the heartbeat speeds up, the keys have to be pressed faster and the animation on the screen changes accordingly.Ã,  If the player loses the rhythm, the heartbeat slows down and the animation reverts.

I hope I have made sense here....
I have a fair mind on how to accomplish some of this, but I am unsure of the easiest way to go about it.

Any help would be greatly appreciated.
#7
Thanks!  Perfect!

I saw the mouse.Mode command in the manual, but I couldnt get it to work in the proper context, I thought I tried everything, guess I tried everything except the way you put it. 

Thanks bunches.
#8
This is in the room script:

mouse.DisableMode (eModeInteract);
mouse.DisableMode (eModeLookat); 
mouse.DisableMode (eModePickup);   
mouse.DisableMode (eModeTalkto); 
mouse.DisableMode (eModeUseinv); 
mouse.DisableMode (eModeWait); 
mouse.DisableMode (eModeWalkto);   
mouse.EnableMode (eModePointer);
mouse.UseModeGraphic (eModePointer);

This is in the C object under the 'Any Click on Object' option

mouse.EnableMode (eModeLetterC);
mouse.UseModeGraphic (eModeLetterC);
mouse.Update ();

The word '_ AT' is set up:
if cursor mode is (12) ::which is the cursor mode of LetterC::
Display Message (0)
Remove Object (5) ::which is the word to reveal the words underneath::


#9
Im working on a k-1 educational game.  What I'm attempting is a mini game wherein the user will be given a three or four letter word with a picture and a few of the letters missing.  Also presented on the screen is a line of letters for the user to choose from.

So far what Ive done is made it so when the user enters the mini game, all other pointers are unavailable except for the arrow pointer.  From there the user clicks on  a letter an that becomes his cursor.  He then clicks on the empty spaces to spell out the word.  When a word is complete it disappears and a new word and picture present themselves.

The problem is this:  Sometimes the pointer doesn't accept the letter the first time it is clicked but it grabs it the second time.
I'll try to explain.. sorta confusing...

On the screen I have the letters A, B, C, F, H.  The first word is: _AT with a picture of a hat.  The user clicks the letter H and it becomes the cursor, then he can click the blank spot to form the word HAT.  The word disapears and the next word: _AT appears with a baseball bat.  The user clicks the B and it becomes the cursor but when he tries to click the blank space he gets the message for an incorrect attempt.  However if he clicks the B again it brings back the correct response.

Any suggestions?  I know you gurus could probably look at this and tell me where I'm going wrong.

Other than this and my own silly mistake a few days ago when I was stuck on the animations, this engine is amazing.  Thanks a million for the opportunity to create with it.
#10
Awesome!

Thanks a bunch.  It's working perfect now.

#11
ROFL  I didn't know that was there...

Wow, I feel sheepish.

Ok, its animating, thank you so much!

Now, how do I get it to stop when the mouse moves over the toolbar so the buttons can be pressed?

Again, thanks so much! 
#12
fixed one part... it was actually supposed to be:

function booksparkle()
{
  oBook.SetView(6);
  oBook.Animate(0, 5, eRepeat);
}

What's the context for calling the function and where does it go in the script?
#13
The entire function:

function booksparkle()
{
oBook.SetView(6);
oBook.Animate(6, 0);
}

The above script is in 'Room Script'

As far as where its used, is there somewhere else I need to activate the function?  I was wondering that but didn't see the documentation for it anywhere, so I wasn't sure.
What I mean is, the function is in the room script, and the object itself is added to the room.  Right now I'm not getting any errors, but the book isn't animating either.

Thank you so much for the help.  I am very grateful.
#14
thanks for the response, I appreciate it.

I did:
oBook.SetView(6);
oBook.Animate(0, 1);

(my sprite is in View 6, Loop 0)

I got an error stating: Parser error: unexpected 'oBook'

the object's name is Book, script name is BOOK, script o-name is oBook

Tried this too:
oBook.SetView(6);
oBook.Animate(6, 0);

Same error
#15
I hate to post this because I know I'm overlooking something, but here goes.

I've been trying to animate a sparkling book.Ã,  I want the animation to play as soon as the player enters the room and for it to simply loop continuously,
Yes, I have read the manual, done the tutorials, and scanned the forums for almost two days now before finally breaking down and posting.

So far I've tried the following:

function booksparkle() {
object[0].Animate(6, 0);
}
(Which does nothing at all)

function booksparkle() {
Object[0].Animate(6, 0);
}
(Which tells me "[" is already defined)

function booksparkle() {
Object.Animate(6, 0);
}
(tells me I must have an instance of the struct)

Object.SetView(6, 1);
Object.Animate(0, 3, eRepeat, eBlock, eBackwards)
(which tells me "Parser error: Unexpected 'Object'")

Yes I know this has been covered but I was unable to find a thread with a solution other than simply refering to the manual which is where I got the examples above.Ã,  All of which were entered into the room setting "{}" script.
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