Menu

Show posts

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 Menu

Messages - Icey

#1801
Oh and how do I subtract & add to the int's?

#1802
Oh. Now I know to use Int's for such a thing from now on.

Thanks guy.
#1803
This is what I have so far.
Code: ags

   String playerHP == 100;// I get an error for this

  strengths.Text = String.Format("HP: %d", playerHP);//HP displayed in the stat menu
    pairHP.Text = String.Format("HP: %d", playerHP);HP displayed in the command menu
 String EnemyST == 50;// I get an error for this
  enemystats.Text = String.Format("HP: %d", EnemyST);enemy HP display in EnemyHP gui

After the error I took off the == & 100/50

Now I need to know if there is another way to apply the number back on there so it will show up on the GUI's labels.


UPDATE
As I was playing I noticed that the numbers do show up only they show 0.
#1804
I thought I figured out a way to do it but I didn't & I didn't know how to keep asking with out sounding like a baby who needs attention. But I guess now with this I may need to switch some thing around but it will help me alot later on.
#1805
It's free if you join the group you will be able to receive the game with a DLC(Quest) that will be free.
#1806
Quote from: bicilotti on Mon 31/01/2011 07:58:44
Quote from: SSH on Mon 31/01/2011 07:36:15
What makes you think that I want bug reports?  ;)




Because this is PM, not PMQ!

PMQ? Please leave me & my series far away were from here because I know you are talking about me after hearing square enix :[
#1807
I dont mean to sound like I am complaining but I really need help with this. :-\

I think it's the last part.

I just need to know what to code for when the mouse goes over a SPECIFIC object.

I have a few icon's & text on the gui and every time I move it over a obj I get the same info. I basically want to have the choice to change the icons/text depending on the enemy.
#1808
BTW my game is online so I cant use random battles or change the background.

I wanted to have it were the player changes into another room but the problem was getting him back in that same spot if I used random battles.

I want every one in the same room at times so people can help each other in battle.
#1809
oh-ok.

So I can put that in my game?
#1810
I am saying I understand you.

But P1 & p2 are just buttons it's what's on them that counts in the game. there are not four buttons pacifically for tifa,muffy,chris, & dave. There is only two of the CATB(cross assault time battle)
#1811
I see.

But player 1 & player 2 are just names for buttons in a gui. player1 stands for leader and player 2 stands for ally.
#1812
What do spam bots do?
#1813
You know I get what you saying and maybe I can make it less difficult for me.

I mean I was able to pull it off in osd2 & that was the first osd to have more then 1 rpg battle in the game.

I think I might narrow it down so that the leader of the group can choose a command and the ally has a auto command

So if you choose attack the player will hit the enemy and the enemy will hit back then the ally will do there auto command.
#1815
The code is were you told me to put it(repeatedly_execute)

As of now I want it to work only over the obj's because the chr's in the room are not enemy's there for they dont need that gui.

The code comes before your post on correcting Khris,me, & poc301.

now every thing works except the fact that I plan on using this in other rooms of the game but It will have different enemy's like I may want to fight a bat & a turtle but I dont want the menu showing up displaying info for only the bat even though I moved it over the turtle.

Until I can get it working were I have the choice to specify the area the enemy(obj or chr)  is in and what is displayed in the gui when it becomes visible then this problem will be not solved :(
#1816
                                                ^updated. ^
#1817
Oh so that's why I couldn't get mouse.x & mouse.y to work right.

Yet I am still confused. This is what I need this to work for & what I have so far.

Code: ags

//bomb 1
{
// Character *cat = Character.GetAtScreenXY(mouse.x, mouse.y);
  Object *cat = Object.GetAtScreenXY(mouse.x, mouse.y);
  Object *oat = Object.GetAtScreenXY(mouse.x, mouse.y);
 // enemyHP.Visible = ((cat != null) || (oat != null)); // where gOver is the name of the GUI you want to have turned on or off
if(mouse.x){
  if(mouse.y){
    
  enemyHP.Visible = ((cat != null) || (oat != null)); // where gOver is the name of the GUI you want to have turned on or off0
  
  //note: This code is from before the last post.
}
}


In the pic when the Cursor is over the mouse it will display a gui in the bottom right corner. & when is taken off the obj the gui is not visible anymore(Then this goes right back to pic 1)



I am going to start bookmarking my BTQ threads so I can study them more.
#1818
Ok. But does that mean it has to be directly over that spot?
#1819
Also is there away to set which object it is over? I plan to use this a lot in the game but not always over the same obj...or chr?
#1820
Ok. Thanks I will try them out.
SMF spam blocked by CleanTalk