Thought I should say that I've made a patch for this game. Changed the story a bit and changed some sprites. It's available here.

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function wackCheck(int Char) {
spot = Random(3);
Char = Random(1); // I have two characters at the moment and need them to randomly appear
cJess.Transparency = 100;
cDaniel.Transparency = 100;
if (spot == 0) {
character[Char].x = 60;
character[Char].y = 287;
}
else if (spot == 1) {
character[Char].x = 448;
character[Char].y = 143;
}
else if (spot == 2) {
character[Char].x = 224;
character[Char].y = 128;
}
else {
character[Char].x = 314;
character[Char].y = 378;
}
character[Char].Transparency = 0;
SetTimer(2, 80); //Reset timer
}
wackCheck(0); // The 0 is there because I HAVE to specify an integer
function wackCheck() { // I'm guessing that something has to go in the parenthesis.
spot = Random(3); // spot is defined in the global script header as it's used in rooms as well as the global script
if (spot == 0) {
Char.x = 60;
Char.y = 287;
}
else if (spot == 1) {
Char.x = 448;
Char.y = 143;
}
else if (spot == 2) {
Char.x = 224;
Char.y = 128;
}
else {
Char.x = 314;
Char.y = 378;
}
Char.Transparency = 0;
}
//Boolean is called gravOn
function Gravity(int ground, int pixelFall) //ground is where the floor meets the wall. pixelFall is how many pixels the character will drop
{
if (gravOn == true) {
if (player.y < ground) {
player.y += pixelFall;
}
}
}
Gravity(player, 313, 3);
player.Name = textbox.Text;
label.Text = String.Format("%s", player.Name);
if (GetGlobalInt(0) == 0) {
cStk.Say("If you need me I'll be in the library.");
player.Say("OK.";
cStk.Walk(5, 164, eNoBlock);
Wait(120);
player.FaceCharacter(cStk, eBlock);
cStk.Walk(5, 164, eBlock);
cStk.Transparency = 100;
cStk.FaceLocation(cStk.x, cStk.y-1, eBlock);
cStk.ChangeRoom(3, 293, 104);
cStk.Transparency = 0;
SetGlobalInt(0, 1);
dExplainations.Start();
}
else {
player.Say("Bye.");
cStk.Say("See ya."); //Line 55
}
player.Name = Game.InputBox("!Enter your name:");
Display("Hello %s", player.Name);
cNpc.Say("Hello %s", player.Name);
lblName.Text = String.Format("Player's name: %s", player.Name);
Quote from: ESGmaster on Tue 24/02/2009 04:02:31
function iRUGERP94_UseInv()
{
if (player.ActiveInventory.Name=i9mmclip10);
{
Ruger_P94_Ammo = Ruger_P94_Ammo + 10;
player.LoseInventory (i9mmclip10);
}
else Display ("No");
}
function iRUGERP94_UseInv() {
if (player.ActiveInventory.Name == i9mmclip10) {
Ruger_P94_Ammo = Ruger_P94_Ammo + 10;
player.LoseInventory(i9mmclip10);
}
else {
Display("No");
}
}
if (IsKeyPressed(65) == 1) { // If 'A' is pressed
//run script here
}
Quote from: Metalowy on Tue 20/01/2009 20:23:32
gGui2.Visible = false didnt work (little improvisation)
gIconbar.Visible = false;
if (oBlacksquare.Visible = true)
if (oBlacksquare.Visible == true)
function hPots_Look()
{
game.text_speed = 10; //Makes speech stay on screen longer, but you can make it lower if you want
cEgo.Walk(375, 315, eBlock, eWalkableAreas);
cEgo.Say("Empty pots.");
//Wait(80);
cEgo.FaceLocation(352, 378, eBlock);
game.text_speed = 15; // Set text speed back to it's default setting.
cEgo.Say("I guess there was something in them but not anymore.");
}
function hHotspot6_Interact()
{
if (door_unlocked) player.ChangeRoom(2, x, y); // The letters in the brackets of the change room function are the problem here.
else player.Say("The door is locked.");
}
function hHotspot6_Interact()
{
if (door_unlocked) player.ChangeRoom(2, 160, 140);
else player.Say("The door is locked.");
}
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