Oh, I see. Do you have any suggestions on how to do this?
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// script for Object 0: Interact object
gGui16.Visible = true;
SaySpecial7(cMamba, "This .");
//gGui16.Visible = false;
if (card0 == 0) {
gGui10.BackgroundGraphic = 165;
gGui10.Visible = true;
gGui23.Visible = true;
SaySpecial23(cMamba, "The Fool:");
gGui23.Visible = false;
gGui10.Visible = false; }
#sectionstart SaySpecial7 // DO NOT EDIT OR REMOVE THIS LINE
function SaySpecial7(Character *thechar, const string message) {
slabel7.TextColor = thechar.SpeechColor;
slabel7.SetText(message);
thechar.SayAt(0, 0, 0, message); // say text but hidden (width 0), so voice speech plays
slabel7.SetText("");
}
#sectionend SaySpecial7 // DO NOT EDIT OR REMOVE THIS LINE
import function SaySpecial7(Character *thechar, const string message);
gGui16.Visible = true;
SaySpecial7(cMamba, "The origin of
#sectionstart SaySpecial23 // DO NOT EDIT OR REMOVE THIS LINE
function SaySpecial23(Character *thechar, const string message) {
MLabel.TextColor = thechar.SpeechColor;
MLabel.SetText(message);
thechar.SayAt(0, 0, 0, message); // say text but hidden (width 0), so voice speech plays
MLabel.SetText("");
}
#sectionend SaySpecia23 // DO NOT EDIT OR REMOVE THIS LINE
import function SaySpecial23(Character *thechar, const string message);
function object0_a() {
// script for Object 0: Interact object
gGui23.Visible = true;
SaySpecial23(cMamba, "This
Quote from: Khris on Thu 06/06/2024 12:30:39You can also create a copy of Game.agf and rename it to Game.xml. Open that with a suitable editor and you can search the entire game structure with a simple text search.
// Automatically converted interaction variables
int IntVar_Global_1 = 0;
export IntVar_Global_1;
int IntVar_barhaveitems = 0;
export IntVar_barhaveitems;
// main global script file
string herscore;
string hisscore;
int x;
int y;
bool WasMusicLowered;
bool IsAnySoundPlaying()
{
// we begin checking with channel 1, because channel 0 is reserved for the speech
for (int i = 1; i < System.AudioChannelCount; i++)
{
System.AudioChannels[i].PlayingClip;
if (clip != null && clip.Type == eAudioTypeSound)
{
return true;
}
}
return false;
}
#sectionstart game_start // DO NOT EDIT OR REMOVE THIS LINE
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