I'm done, sent it in. All good.
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 MenuQuote from: Crimson Wizard on Tue 22/06/2010 17:55:50
May I ask, by "The story must be told in dialogue." you mean that the story should be... literally told in dialog (e.g. one guy telling another some story), or that the story should have the dialog as a "spine"?
QuoteRezzable
presents
Egyptian Gods
w/DJ sierra Sugar
Prizes Dancing
2pm SET sun, Feb 15th
@ KINGS REZZABLE
InventoryItem*item=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
function repeatedly_execute()
{
if (invlength != 0){
invx = invlength*20;
}
invpos=320-invx;
Inventory.X = invpos; //don't mind this, its juts part of my inventory display
InventoryItem*item=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
if (GetLocationType(mouse.x,mouse.y) == eLocationCharacter && cValery.ActiveInventory == null){
mouse.Mode = eModeTalkto;
}
if (GetLocationType(mouse.x,mouse.y) == eLocationHotspot && cValery.ActiveInventory == null){
mouse.Mode = eModeInteract;
}
if (GetLocationType(mouse.x,mouse.y) == eLocationObject && cValery.ActiveInventory == null){
mouse.Mode = eModeInteract;
}
if (GetLocationType(mouse.x,mouse.y) == eLocationNothing && cValery.ActiveInventory == null){
if (item == null) {
mouse.Mode = eModeWalkto;
}
else {
mouse.Mode = eModeInteract;
}
}
}
Object*obj=Object.GetAtScreenXY(mouse.x, mouse.y);
Hotspot*htspt=Hotspot.GetAtScreenXY(mouse.x, mouse.y);
Character*chr=Character.GetAtScreenXY(mouse.x, mouse.y);
InventoryItem*item=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
InventoryItem *item2; //(special check)
GUIControl *control = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
GUI *guixy = GUI.GetAtScreenXY(mouse.x, mouse.y);
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 0.057 seconds with 14 queries.