Uhm.. I don't, really.
You mean having each raindrop be an individual object?
Or have it randomly appear on the map at certain times?
You mean having each raindrop be an individual object?
Or have it randomly appear on the map at certain times?
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Show posts Menu//===================CONVERSATION=====================
int QstNbr=2; //NUMBER OF BASIC QUESTIONS.
int Player;
int PNView;
int TNView;
int PrevRoom;
int Px;int Py;
int Tx;int Ty;
int TalkTo=0;
int Change_Dialog=-1;
int Exit_Dialog=0;
int Replies[200];
function SetReply(int Char, int Reply, int Topic){
Replies[((QstNbr*Char)-QstNbr)+Reply]=Topic;
}
function InitReplies(){ //Set here wich topic must start when asking a basic question.
SetReply(KEV, 1, 1);
SetReply(KEV, 2, 2);
}
function StartDialog(int talkto){
GUIOn(3);
TalkTo=talkto;
Player=GetPlayerCharacter();
PrevRoom=character[Player].room;
Px=character[Player].x;character[Player].x=50;
Py=character[Player].y;character[Player].y=100;
PNView=character[Player].view+1;
ChangeCharacterView(Player,character[Player].talkview+1);
Tx=character[talkto].x;character[talkto].x=250;
Ty=character[talkto].y;character[talkto].y=170;
TNView=character[talkto].view+1;
ChangeCharacterView(talkto,character[talkto].talkview+1);
character[talkto].room=100;
NewRoom(100);
}
function Exit_Room_Dialog(){
GUIOff(3);
character[TalkTo].room=PrevRoom;
character[Player].room=PrevRoom;
ChangeCharacterView(Player,PNView);
character[Player].x=Px;
character[Player].y=Py;
ChangeCharacterView(TalkTo,TNView);
character[TalkTo].x=Tx;
character[TalkTo].y=Ty;
}
#sectionstart dialog_request // DO NOT EDIT OR REMOVE THIS LINE
function dialog_request (int xvalue) {
// your code here
if (xvalue==1) {
Exit_Dialog=1;
StopDialog();
} else
if (xvalue==100){
SetDialogOption(0,GetGlobalInt(100),1);
} else
if (xvalue<QstNbr+2) {
Change_Dialog=Replies[ ((QstNbr*TalkTo)-QstNbr)+(xvalue-1)];
StopDialog();
} else
if (xvalue==20) {
}
}
#sectionend dialog_request // DO NOT EDIT OR REMOVE THIS LINE
//===================EVENTS============================
#sectionstart game_start // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
game.speech_text_align=ALIGN_LEFT;
SetNormalFont(1);
SetSpeechFont(1);
GUIOff(3);
// called when the game starts, before the first room is loaded
}
#sectionend game_start // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart repeatedly_execute // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
// put anything you want to happen every game cycle here
if (Change_Dialog>-1) {
RunDialog(Change_Dialog);
Change_Dialog=-1;
} else
if (Exit_Dialog==1){
Exit_Dialog=0;
NewRoom(PrevRoom);
}
}
#sectionend repeatedly_execute // DO NOT EDIT OR REMOVE THIS LINE
// dialog script file
@S // dialog startup entry point
return
@1 // option 1
EGO: "How're you doing?"
run-script 2
return
@2 // option 2
EGO: "What can you tell me about the Orchid murders?"
run-script 3
return
@3 // option 3
EGO: "Bye."
KEV: "See you."
run-script 1
stop
// dialog script file
@S // dialog startup entry point
KEV: Sure... I'm doing shit.
goto-dialog 0;
@1 // option 1
Quote from: strazer on Thu 24/03/2005 14:48:09
1.) Does the file on this page contain the manual?
2.) Try
Ã, DisplaySpeech(EGO,"\"Hm. That doesn't seem to work.\"");
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