Never mind - there was a brace in the wrong place. Oops!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts Menu
function oCoffeePot_AnyClick()
{
if (MovePlayer(239, 82)) {
player.FaceDirection(eDir_Right);
}
// LOOK AT
if(UsedAction(eGA_LookAt)) {
QueuedSpeech.SkipCurrentMessage();
cEleanor.Say("The coffee isn't ready yet.");
if(tutorialState==1){
cWhitfield.SayQueued("Good!");
cWhitfield.SayQueued("Now go open the door on the left!");
tutorialState = 2;
SetTimer(1, 0);
SetTimer(1, 400); //10 SECONDS
}
// USE
else if(UsedAction(eGA_Use)) {
player.Say("It isn't ready.");
}
// Push
else if(UsedAction(eGA_Push)) {
player.Say("Great idea. Burn my hands AND spill the coffee.");
}
// Pull
else if(UsedAction(eGA_Pull)) {
player.Say("Nah.");
}
// PICKUP
else if(UsedAction(eGA_PickUp)) {
player.Say("Not until it's ready.");
}
// OPEN
else if(UsedAction(eGA_Open)) {
player.Say("It doesn't need opening.");
}
// CLOSE
else if(UsedAction(eGA_Close)) {
player.Say("It's already closed.");
}
//USE INV
else if(UsedAction(eGA_UseInv)) {
Unhandled();
}
// don't forget this
else Unhandled();
}
@5
cEleanor: That's not what I--
cMancomb: I AM DESCENDED FROM A CARIBBEAN GOVERNOR, YOU KNOW!
cMancomb: GET OUT OF MY SIGHT!
cEleanor.FaceDirection(eDir_Down);
cEleanor: *sigh*
Wait(40);
cEleanor: What a butt.
Wait(40);
cWhitfield: Well? How's he doing?
cEleanor.Walk(287,95,eBlock,eWalkableAreas);
cEleanor.FaceDirection(eDir_Right);
cEleanor: He's far from satisfied.
Wait(40);
cWhitfield: That'll be your fault then.
Wait(40);
cWhitfield: You're fired.
gAction.Visible = true;
gMaingui.Visible = true;
stop
//MANCOMB DISMISS BOOL
import function mancomb_dismiss;
function room_FirstLoad()
{
hDoorway.Enabled = false;
}
//TUTORIAL CODING
int tutorialState = 0;
function room_AfterFadeIn(){
if(tutorialState == 0){ //BEGINNING OF TUTORIAL
Wait(40);
cWhitfield.Say("Welcome to the tutorial, shit potatoes!");
Wait(40);
cWhitfield.Say("Now go look at the coffee pot!");
tutorialState = 1;
SetTimer(1, 400); //10 SECOND TIMER
set_door_state(0, 0);
if(mancomb_dismiss==1){
tutorialState = 5;
}
}
}
function room_RepExec(){
if(IsTimerExpired(1)){
if(tutorialState==0){
Display("Reminder");}
else if(tutorialState==1){
cWhitfield.SayQueued("Are you even listening?");
cWhitfield.SayQueued("Look at the coffee pot!");
SetTimer(1, 400);
}
else if(tutorialState==2){
cWhitfield.SayQueued("I said open the goddamned door!");
SetTimer(1, 400);
}
else if(tutorialState==3){
cWhitfield.SayQueued("Close the door, there's nothing there!");
SetTimer(1, 400);
}
else if(tutorialState==4){
cWhitfield.SayQueued("Talk to the customer or you're fired!");
SetTimer(1, 400);
}
else if(tutorialState==5){
}
}
}
//END OF TUTORIAL CODING
function hPortrait_Look()
{
cEleanor.FaceDirection(eDir_Up);
cEleanor.Say("I wonder if he's got a painting of himself above his bed as well.");
}
function hCoffeePot_Look()
{
QueuedSpeech.SkipCurrentMessage();
cEleanor.Say("The coffee isn't ready yet.");
if(tutorialState==1){
cWhitfield.SayQueued("Good!");
cWhitfield.SayQueued("Now go open the door on the left!");
tutorialState = 2;
SetTimer(1, 400); //10 SECONDS
}
}
function oDoor_AnyClick()
{
if (MovePlayer(53, 88)) {
}
// LOOK AT
if(UsedAction(eGA_LookAt)) {
player.Say("That door is so poorly fitted.");
}
// USE
else if(UsedAction(eGA_Use)) {
player.Say("Please be more specific, Sir Graham.");
}
// Push
else if(UsedAction(eGA_Push)) {
player.Say("It might break.");
}
// Pull
else if(UsedAction(eGA_Pull)) {
player.Say("Nah.");
}
// PICKUP
else if(UsedAction(eGA_PickUp)) {
player.Say("Pick up a door?!");
}
// OPEN
else if(UsedAction(eGA_Open)) {
if (get_door_state(0)==1)
player.Say("It's already open.");
if (get_door_state(0)==0)
player.Say("Maybe if it had a second sprite...");
oDoor.Graphic=244;
oDoor.X=40;
oDoor.Y=85;
hDoorway.Enabled = true;
set_door_state(0, 1);
Wait(40);
cWhitfield.SayQueued("Bah! The useless developer of this stupid game hasn't even drawn the next room!");
cWhitfield.SayQueued("So what are you waiting for?! Close it again!");
tutorialState = 3;
SetTimer(1, 400);
}
// CLOSE
else if(UsedAction(eGA_Close)) {
if (get_door_state(0)==0)
player.Say("It's already closed.");
if (get_door_state(0)==1)
oDoor.Graphic=245;
oDoor.X=12;
oDoor.Y=87;
hDoorway.Enabled = false;
set_door_state(0, 0);
cWhitfield.SayQueued("You may have noticed there's a customer back here.");
cWhitfield.SayQueued("Don't you think it's a tad rude not checking up on him?!");
tutorialState = 4;
SetTimer(1, 400);
}
//USE INV
else if(UsedAction(eGA_UseInv)) {
Unhandled();
}
// don't forget this
else Unhandled();
}
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.100 seconds with 16 queries.