Quote from: Adeel S. Ahmed on Wed 26/02/2014 13:23:04yup! It's ZZT!
ZZT or MZX...
Courtesy of Gurok, if I'm correct, pass the next turn to him please.
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Show posts MenuQuote from: Adeel S. Ahmed on Wed 26/02/2014 13:23:04yup! It's ZZT!
ZZT or MZX...
Courtesy of Gurok, if I'm correct, pass the next turn to him please.
Quote from: janosbiro on Tue 25/02/2014 23:27:10
It's Wizard's... something!
function room_RepExec()
{
//within the first if statements each number when pressed makes a cursor highlight the object
if(IsKeyPressed(eKey1))
{
oHeader.Visible = true;
oHeader.SetPosition(uno.X, uno.Y);
///uno
}
if(IsKeyPressed(eKey2))
{
oHeader.Visible = true;
oHeader.SetPosition(dos.X, dos.Y);
// dos
}
if(IsKeyPressed(eKey3))
{
oHeader.Visible = true;
oHeader.SetPosition(tres.X, tres.Y);
// tres
}
if(IsKeyPressed(eKey4))
{
oHeader.Visible = true;
oHeader.SetPosition(quartro.X, quartro.Y);
// quartro
}
if(IsKeyPressed(eKey5))
{
oHeader.Visible = true;
oHeader.SetPosition(cinco.X, cinco.Y);
// cinco
}
if(IsKeyPressed(eKey6))
{
oHeader.Visible = true;
oHeader.SetPosition(ses.X, ses.Y);
// ses
}
if(IsKeyPressed(eKey7))
{
oHeader.Visible = true;
oHeader.SetPosition(ceate.X, ceate.Y);
// ceate
}
if(IsKeyPressed(eKey8))
{
oHeader.Visible = true;
oHeader.SetPosition(ocho.X, ocho.Y);
// ocho
}
if(IsKeyPressed(eKey9))
{
oHeader.Visible = true;
oHeader.SetPosition(nueve.X, nueve.Y);
// nueve
}
//wtihin this loop is the command loop to look, interact, talk, or obvserve
if(gGui2.Visible)
{
if(IsKeyPressed(eKeyR))
{
cCharacter.Say("A short, detailed description of the room.");
}
if(oHeader.X == uno.X)
//repeat for every object in the room
{
if(IsKeyPressed(eKeyQ))
{
cCharacter.Say("I am looking");
gGui1.Visible = true;
gGui2.Visible = false;
}
if(IsKeyPressed(eKeyW))
{
cCharacter.Say("I am interacting");
gGui1.Visible = true;
gGui2.Visible = false;
}
if(IsKeyPressed(eKeyE))
{
cCharacter.Say("I am talking");
gGui1.Visible = true;
gGui2.Visible = false;
}
}
}
}
Quote from: Khris on Fri 19/07/2013 09:11:17
Actually, both issues are due to ItemWidth and ItemHeight being to small. You can change them in the properties section when you select the InventoryWindow in the GUI Editor.
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