Try using the name of your inventory window instead.
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if (oAnimation.Loop==5) // oAnimation is whatever name you gave your object.
{
// do stuff, like decrease the health bar, etc
}
Quote
Simply the fact that you have to "prepare" it for use by doing "first time right" already illustrates how weird it is.
QuoteHow many hundreds of sprites have I imported by now?
player.Say("Here's your money");
player.LoseInventory(iMoney);
cOther.Say("Looks good. Here's your key!");
player.AddInventory(iKey);
player.Say("Goodbye.");
if // You always need this one in a IF condition. ;)
else if // You only need this if there are other conditions that can happen and you want a specific thing to happen. You can have as many as needed.
else // You only need this one if you want a default action when all of the above are false (in this case, you want the character to walk there).
function room_FirstLoad()
{
object[0].SetView(VSTAR); // AGS code is case sentive, and setview is not the same as SetView
object[0].Animate(1,1);
}
function room_FirstLoad()
{
oStar.SetView(VSTAR);
oStar.Animate(1,1);
}
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