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Messages - Mariano Cirigliano

#1
Quote from: slasher on Sun 03/08/2014 19:01:36
Look in the plugin and modules section, there is a save / load with screenshots that you can download.

The download is not available. Could you share the TEMPLATE? I use the new version of AGS thank you very much.
#2
Hello, I would like to make a menu to save and load the game in which a screenshot display. So far I never got to do it. Please help!. If you can send us an TEMPLATE.
#3
Some voices remain infinitely with the text and to go on to the following dialog I must touch the button of the mouse. In some cases it me works well and in others not.

That I must do?.

Thank you.
#4
Thank you very much!!  ;D
#5
My code:

@12
Character: ¿¿41.489.590??.
Char1: ¡¡CORRECTO!!... me sorprende tu agilidad mental, como te prometí aquí tienes el objeto del que te hablé antes.
Character: Muchas gracias, veamos de que se trata.
Char1: Aquí tienes.
option-off-forever 8
option-off-forever 9
option-off-forever 10
option-off-forever 11
option-off-forever 12
option-off-forever 13
option-off-forever 14
option-off-forever 15
player.AddInventory(imoneda);
return

ERROR!!

Hello everybody, I need to conclude the dialog the CHARACTER receives an item to the INVENTORY. The object is called MONEDA. I hope you will understand the problem. Thank you.
#6
i am programing my game, allmost is working but i have a great problem...
when you make clic in hotspot the dialog start correctly, then, when you have to use an object in the inventary the dialog for the action start correctly, but the something its working very bad, when you make clic in hotspot allways its shoot the dialog that de caracter animated will talk without using none object

my code:

// main global script file

//--------------------------------------------------------------------------------------------------------------
// Largo's Savegames with Screenshots
//--------------------------------------------------------------------------------------------------------------
// Definitions

// Define screenshot width
#define SL_WIDTH  320     
// Define screenshot height
#define SL_HEIGHT 240     
// Define default screenshot
#define SL_EMPTY_SPRITE 2

// Variables

String text;                                                              // Stores the typed text
int saveslot = 0;                                                         // Stores the selected savegame slot
int totalsaves = 0;                                                       // Stores the total number of savegames
DynamicSprite *screenshot;                                                // Stores the screenshot

// Functions

function sl_save() {
  Wait(1);
  screenshot = DynamicSprite.CreateFromScreenShot(SL_WIDTH, SL_HEIGHT);   // Create screenshot of current game
  if (screenshot != null) {
    btnSaveScreen.NormalGraphic = screenshot.Graphic;                     // Display current screenshot
  }
  txtSaveName.Text = "";                                                  // Clear Text box
  lstSaveGames.FillSaveGameList();                                        // Fill List Box with saved games
  lstSaveGames.SelectedIndex = -1;                                        // Deselect savegame slots
  totalsaves = lstSaveGames.ItemCount;                                    // Count how many saved games there are
  gSave.Visible = true;                                                   // Opens the save GUI
  gSave.Centre();                                                         // Centres the save GUI
  mouse.Mode = eModePointer;                                              // Set the pointer cursor
}

function sl_load() {
  lstLoadGames.FillSaveGameList();                                        // Fill List Box with saved games
  lstLoadGames.SelectedIndex = -1;                                        // Deselect savegame slots
  totalsaves = lstLoadGames.ItemCount;                                    // Count how many saved games there are
  gLoad.Visible = true;                                                   // Opens the load GUI
  gLoad.Centre();                                                         // Centres the load GUI
  mouse.Mode = eModePointer;                                              // Set the pointer cursor
}
//--------------------------------------------------------------------------------------------------------------

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() { // called when the game starts, before the first room is loaded
game.screenshot_width = 640;
game.screenshot_height = 480;
}

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute()
{ // put anything you want to happen every game cycle in here

if (gInventory.Visible == true)
  {
   if (mouse.x > 210 && mouse.x < 810 && mouse.y > 160 && mouse.y < 560)
    {
     if (mouse.IsButtonDown(eMouseRight))
      {
     gInventory.Visible = false;
      }
   }
  }
}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(eKeyCode keycode) { // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused()) keycode = 0;                          // game paused, so don't react to keypresses
 
  if (keycode == 17) QuitGame(1);                           // Ctrl-Q
  if (keycode == 363) sl_save();                            // F5       
  if (keycode == 365) sl_load();                            // F7
  if (keycode == 367) RestartGame();                        // F9
  if (keycode == 434) SaveScreenShot("screenshot.bmp");     // F12
  if (keycode == 19) Debug(0,0);                            // Ctrl-S, give all inventory
  if (keycode == 22) Debug(1,0);                            // Ctrl-V, version
  if (keycode == 1) Debug(2,0);                             // Ctrl-A, show walkable areas
  if (keycode == 24) Debug(3,0);                            // Ctrl-X, teleport to room
}

#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) { // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1)
  { // Game is paused, so do nothing (ie. don't allow mouse click)
  }

  else if (button == eMouseLeft)
  {
   if (gInventory.Visible == false) //If the inventory window is closed
    {
     if ((GetLocationType(mouse.x, mouse.y) == eLocationNothing) && (GetWalkableAreaAt(mouse.x,mouse.y) != 0))
     {
      ProcessClick(mouse.x,mouse.y, eModeWalkto); //Clicked on JUST a walkable area
     }
     else
     {
      if(player.ActiveInventory == null)
       {
        ProcessClick(mouse.x,mouse.y, eModeInteract); //If we've clicked on a hotspot or object or character etc.
       }
      else
       {
        ProcessClick(mouse.x,mouse.y, eModeUseinv); //If we've used the inventory on a hotspot or object or character etc.
       }
     }
    }
  }
   
   
    //ProcessClick(mouse.x,mouse.y, mouse.Mode);

  else //if (mouse.IsButtonDown(eMouseRight))// right-click, so cycle cursor
  {   
    //mouse.SelectNextMode();
    if (gInventory.Visible == false)
     {
       gInventory.Visible = true;
       mouse.Mode = eModeInteract;
       Wait(5);
     }
    else
     {
       gInventory.Visible = false;
     }
  }
}

#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) { // OBSOLETE, NOT USED IN AGS 2.7 AND LATER VERSIONS
}

#sectionstart unhandled_event
function unhandled_event (int what, int type) {
}

function dialog_request(int param)
{

if (gInventory.Visible == false)
{
  gInventory.Visible = true;
  mouse.Mode = eModeInteract;
}
else
{
  gInventory.Visible = false;
}

}

// Save GUI
function gSave_OnClick(GUI *theGui, MouseButton button) {
  lstSaveGames.SelectedIndex = -1;                              // Deselect savegame slots
}

function btnSaveOK_OnClick(GUIControl *control, MouseButton button) {
  if (lstSaveGames.SelectedIndex >= 0) {                        // If you've selected a savegame slot
    saveslot = lstSaveGames.SelectedIndex;                      // Get the selected savegame
    text = txtSaveName.Text;                                    // Get the typed text
    if (screenshot != null) {
      screenshot.Delete();
      btnSaveScreen.NormalGraphic = SL_EMPTY_SPRITE;            // Resets the screenshot     
    }
    gSave.Visible = false;
    mouse.Mode = eModeWalkto;
    Wait(1);
    SaveGameSlot(lstSaveGames.SaveGameSlots[saveslot],text);    // Overwrites the selected game
  }
  else {                                                        // Save the game in a new slot
    if (totalsaves < 50) {                                      // If the savegame limit is not reached (50)
      text = txtSaveName.Text;                                  // Get the typed text
      if (text == "") {
        Display("Please enter a name for your savegame.");      // If player didn't enter a name, tell them
      }
      else {                                                    // Proceed as usual
        if (screenshot != null) {
          screenshot.Delete();
          btnSaveScreen.NormalGraphic = SL_EMPTY_SPRITE;        // Resets the screenshot
        }
        gSave.Visible = false;
        mouse.Mode = eModeWalkto;
        Wait(1);
        SaveGameSlot(totalsaves+1,text);                        // Saves game (text as description)
      }
    }
    else Display("All save slots are full. Please overwrite a previous save.");
  }
}

function btnSaveCancel_OnClick(GUIControl *control, MouseButton button) {
  gSave.Visible = false;
  mouse.Mode = eModeWalkto;
  if (screenshot != null) {
    screenshot.Delete();
    btnSaveScreen.NormalGraphic = SL_EMPTY_SPRITE;              // Resets the screenshot
  }
}

function lstSaveGames_OnSelectionChange(GUIControl *control) {
  // Updates textbox contents when selecting an existing slot
  txtSaveName.Text = lstSaveGames.Items[lstSaveGames.SelectedIndex];
}



// Load GUI
function gLoad_OnClick(GUI *theGui, MouseButton button) {
  lstLoadGames.SelectedIndex = -1;                              // Deselect savegame slots
}

function btnLoadOK_OnClick(GUIControl *control, MouseButton button) {
  if (lstLoadGames.SelectedIndex >= 0) {
    saveslot = lstLoadGames.SelectedIndex;                      // Gets the selected slot
    gLoad.Visible = false;
    mouse.Mode = eModeWalkto;
    if (screenshot != null) {
      screenshot.Delete();
      btnLoadScreen.NormalGraphic = SL_EMPTY_SPRITE;            // Resets the screenshot
    }
    RestoreGameSlot(lstLoadGames.SaveGameSlots[saveslot]);      // Restores the selected slot
  }
  else if (totalsaves>0) Display("Please select a savegame.");
  else Display("There are no savegames yet!");
}

function btnDelete_OnClick(GUIControl *control, MouseButton button) {
  if (lstLoadGames.SelectedIndex > -1) {                        // You've selected a saveslot
    saveslot = lstLoadGames.SelectedIndex;                      // Gets the selected slot
    DeleteSaveSlot(savegameindex[saveslot]);                    // Deletes the savegame
    if (screenshot != null) {
      screenshot.Delete();
      btnLoadScreen.NormalGraphic = SL_EMPTY_SPRITE;            // Resets the screenshot
    }
    lstLoadGames.FillSaveGameList();                            // Fill List Box with saved games
    lstLoadGames.SelectedIndex = -1;                            // Deselect savegame slots
    totalsaves = lstLoadGames.ItemCount;
  }
  else Display("Select a savegame to delete.");
}

function btnLoadCancel_OnClick(GUIControl *control, MouseButton button) {
  gLoad.Visible = false;
  mouse.Mode = eModeWalkto;
  if (screenshot != null) {
    screenshot.Delete();
    btnLoadScreen.NormalGraphic = SL_EMPTY_SPRITE;              // Resets the screenshot
  }
}

function lstLoadGames_OnSelectionChange(GUIControl *control) {
  // Updates screenshot display when selecting a different slot
  saveslot = lstLoadGames.SelectedIndex;                        // Gets the selected slot
  screenshot = DynamicSprite.CreateFromSaveGame(lstLoadGames.SaveGameSlots[saveslot], SL_WIDTH, SL_HEIGHT);
  if (screenshot != null) {
    btnLoadScreen.NormalGraphic = screenshot.Graphic;           // Updates the screenshot
  }
}


ACTION HOTSPOT EXAMPLE:


function hplanta_Interact()
{
player.Walk(77,  501, eBlock,  eWalkableAreas);
player.Say ("Esa planta no me interesa.");
}


function harboles_Interact()
{
player.Say ("Nunca me gustaron los árboles y mucho menos estos.");
}

function harboles_UseInv()
{
player.Say ("Eso no tiene sentido.");
}

function hcamino_WalkOn()
{
player.ChangeRoom(2,  152,  613);
}

function hcamino_Interact()
{
player.Walk (965,  462,  eBlock,  eWalkableAreas);
player.ChangeRoom(2,  152,  613);

}

Thank!.
#7


Uploaded with ImageShack.us



I have these two GUI simple but i cannot create a correct SCRIPT for both. What i need is that one salve heading and the other the load. Thank you, i hope response, greetings!
#8
1-SAVE GAME AND LOAD CAPTURE SECREEN (http://www.megaupload.com/?d=DQCO56K3)

2-PROBLEM THE DIG: (http://www.box.net/shared/q8ul52ryjl) This TEMPLATE by created "GALEN"

What I need is to form TEMPLATES as seemed as possible to LucasArts's game " THE DIG " and for it a user of the forum "GALEN" some time ago sent me TEMPLATES2.

But I have two problems.

1-I need to have inTEMPLATES a way SAVE GAME AND LOAD GAME CAPTURE, as that it has TEMPLATES 1.

2-I need that the resolution of screen is a 1024 x 768

Help!! ... thank you very much to all!.

ESPAÃ'OL:

Lo que yo necesito es formar un TEMPLATE lo más parecido posible al juego de LucasArts "THE DIG" y para eso un usuario del foro "GALEN" hace algún tiempo me envió el TEMPLATE 2.

Pero tengo dos problemas.

1- Necesito tener en el TEMPLATE un modo SAVE GAME AND LOAD GAME CAPTURE, como el que tiene el TEMPLATE 1.

2- Necesito que la resolución de pantalla sea 1024 x 768

Ayuda!!... muchas gracias a todos!. (Lo subo también en español por si alguien que habla el idioma lo lee).

#9
I have a "GUI" and need that it recognizes "keyboard"

On having touched the letter "S" I need that it is opened " QUITGAME (0);

On having touched the letter "N" I need that one comes back to the game.

I hope that my question is understood.

Thanks to all!. ???
#10
Code:

// main global script file

//--------------------------------------------------------------------------------------------------------------
// Largo's Savegames with Screenshots
//--------------------------------------------------------------------------------------------------------------
// Definitions

// Define screenshot width
#define SL_WIDTH  128 
// Define screenshot height
#define SL_HEIGHT 96 
// Define default screenshot
#define SL_EMPTY_SPRITE 2

// Variables

String text;                                                              // Stores the typed text
int saveslot = 0;                                                         // Stores the selected savegame slot
int totalsaves = 0;                                                       // Stores the total number of savegames
DynamicSprite *screenshot;                                                // Stores the screenshot

// Functions

function sl_save() {
  Wait(1);
  screenshot = DynamicSprite.CreateFromScreenShot(SL_WIDTH, SL_HEIGHT);   // Create screenshot of current game
  if (screenshot != null) {
    btnSaveScreen.NormalGraphic = screenshot.Graphic;                     // Display current screenshot
  }
  txtSaveName.Text = "";                                                  // Clear Text box
  lstSaveGames.FillSaveGameList();                                        // Fill List Box with saved games
  lstSaveGames.SelectedIndex = -1;                                        // Deselect savegame slots
  totalsaves = lstSaveGames.ItemCount;                                    // Count how many saved games there are
  gSave.Visible = true;                                                   // Opens the save GUI
  gSave.Centre();                                                         // Centres the save GUI
  mouse.Mode = eModePointer;                                              // Set the pointer cursor
}

function sl_load() {
  lstLoadGames.FillSaveGameList();                                        // Fill List Box with saved games
  lstLoadGames.SelectedIndex = -1;                                        // Deselect savegame slots
  totalsaves = lstLoadGames.ItemCount;                                    // Count how many saved games there are
  gLoad.Visible = true;                                                   // Opens the load GUI
  gLoad.Centre();                                                         // Centres the load GUI
  mouse.Mode = eModePointer;                                              // Set the pointer cursor
}
//--------------------------------------------------------------------------------------------------------------

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() { // called when the game starts, before the first room is loaded
game.screenshot_width = 800;
game.screenshot_height = 600;
}

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() { // put anything you want to happen every game cycle in here
}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(eKeyCode keycode) { // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused()) keycode = 0;                          // game paused, so don't react to keypresses
 
  if (keycode == 17) QuitGame(1);                           // Ctrl-Q
  if (keycode == 363) sl_save();                            // F5       
  if (keycode == 365) sl_load();                            // F7
  if (keycode == 367) RestartGame();                        // F9
  if (keycode == 434) SaveScreenShot("screenshot.bmp");     // F12
  if (keycode == 19) Debug(0,0);                            // Ctrl-S, give all inventory
  if (keycode == 22) Debug(1,0);                            // Ctrl-V, version
  if (keycode == 1) Debug(2,0);                             // Ctrl-A, show walkable areas
  if (keycode == 24) Debug(3,0);                            // Ctrl-X, teleport to room
}

#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) { // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) { // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button == eMouseLeft) ProcessClick(mouse.x,mouse.y, mouse.Mode);
  else if (button == eMouseRight) mouse.SelectNextMode();
}

#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) { // OBSOLETE, NOT USED IN AGS 2.7 AND LATER VERSIONS
}

#sectionstart unhandled_event
function unhandled_event (int what, int type) {
}

function dialog_request(int param) {
}

// Save GUI
function gSave_OnClick(GUI *theGui, MouseButton button) {
  lstSaveGames.SelectedIndex = -1;                              // Deselect savegame slots
}

function btnSaveOK_OnClick(GUIControl *control, MouseButton button) {
  if (lstSaveGames.SelectedIndex >= 0) {                        // If you've selected a savegame slot
    saveslot = lstSaveGames.SelectedIndex;                      // Get the selected savegame
    text = txtSaveName.Text;                                    // Get the typed text
    if (screenshot != null) {
      screenshot.Delete();
      btnSaveScreen.NormalGraphic = SL_EMPTY_SPRITE;            // Resets the screenshot     
    }
    gSave.Visible = false;
    mouse.Mode = eModeWalkto;
    Wait(1);
    SaveGameSlot(lstSaveGames.SaveGameSlots[saveslot],text);    // Overwrites the selected game
  }
  else {                                                        // Save the game in a new slot
    if (totalsaves < 50) {                                      // If the savegame limit is not reached (50)
      text = txtSaveName.Text;                                  // Get the typed text
      if (text == "") {
        Display("Please enter a name for your savegame.");      // If player didn't enter a name, tell them
      }
      else {                                                    // Proceed as usual
        if (screenshot != null) {
          screenshot.Delete();
          btnSaveScreen.NormalGraphic = SL_EMPTY_SPRITE;        // Resets the screenshot
        }
        gSave.Visible = false;
        mouse.Mode = eModeWalkto;
        Wait(1);
        SaveGameSlot(totalsaves+1,text);                        // Saves game (text as description)
      }
    }
    else Display("All save slots are full. Please overwrite a previous save.");
  }
}

function btnSaveCancel_OnClick(GUIControl *control, MouseButton button) {
  gSave.Visible = false;
  mouse.Mode = eModeWalkto;
  if (screenshot != null) {
    screenshot.Delete();
    btnSaveScreen.NormalGraphic = SL_EMPTY_SPRITE;              // Resets the screenshot
  }
}

function lstSaveGames_OnSelectionChange(GUIControl *control) {
  // Updates textbox contents when selecting an existing slot
  txtSaveName.Text = lstSaveGames.Items[lstSaveGames.SelectedIndex];
}



// Load GUI
function gLoad_OnClick(GUI *theGui, MouseButton button) {
  lstLoadGames.SelectedIndex = -1;                              // Deselect savegame slots
}

function btnLoadOK_OnClick(GUIControl *control, MouseButton button) {
  if (lstLoadGames.SelectedIndex >= 0) {
    saveslot = lstLoadGames.SelectedIndex;                      // Gets the selected slot
    gLoad.Visible = false;
    mouse.Mode = eModeWalkto;
    if (screenshot != null) {
      screenshot.Delete();
      btnLoadScreen.NormalGraphic = SL_EMPTY_SPRITE;            // Resets the screenshot
    }
    RestoreGameSlot(lstLoadGames.SaveGameSlots[saveslot]);      // Restores the selected slot
  }
  else if (totalsaves>0) Display("Please select a savegame.");
  else Display("There are no savegames yet!");
}

function btnDelete_OnClick(GUIControl *control, MouseButton button) {
  if (lstLoadGames.SelectedIndex > -1) {                        // You've selected a saveslot
    saveslot = lstLoadGames.SelectedIndex;                      // Gets the selected slot
    DeleteSaveSlot(savegameindex[saveslot]);                    // Deletes the savegame
    if (screenshot != null) {
      screenshot.Delete();
      btnLoadScreen.NormalGraphic = SL_EMPTY_SPRITE;            // Resets the screenshot
    }
    lstLoadGames.FillSaveGameList();                            // Fill List Box with saved games
    lstLoadGames.SelectedIndex = -1;                            // Deselect savegame slots
    totalsaves = lstLoadGames.ItemCount;
  }
  else Display("Select a savegame to delete.");
}

function btnLoadCancel_OnClick(GUIControl *control, MouseButton button) {
  gLoad.Visible = false;
  mouse.Mode = eModeWalkto;
  if (screenshot != null) {
    screenshot.Delete();
    btnLoadScreen.NormalGraphic = SL_EMPTY_SPRITE;              // Resets the screenshot
  }
}

function lstLoadGames_OnSelectionChange(GUIControl *control) {
  // Updates screenshot display when selecting a different slot
  saveslot = lstLoadGames.SelectedIndex;                        // Gets the selected slot
  screenshot = DynamicSprite.CreateFromSaveGame(lstLoadGames.SaveGameSlots[saveslot], SL_WIDTH, SL_HEIGHT);
  if (screenshot != null) {
    btnLoadScreen.NormalGraphic = screenshot.Graphic;           // Updates the screenshot
  }
}

How change dimension of the capture of screen in the SaveGame and LoadGame?. ???
#11
I need one TEMPLATE seemed to http://www.box.net/shared/q8ul52ryjl created by Crezy
In this TEMPLATE the inventory it is open to pulse the botton MouseRight.
How closed the inventary pulse button MouseRight.

Thank!.
#12
How make The Dig (LucasArts) interface??
???
#13
Quote from: Dualnames on Thu 28/10/2010 11:54:59
Code: ags

[else] if (button == eMouseRight) {  
  gMyGuisName.Visible = !gMyGuisName.Visible; 
}


That's what I'm guessing you want to do. Right-click opens and closes the gui.

Sarebbe piu facile di trovare una persona da questo forum che si puo tradurre per te.

wrote the code that you me sent but only the "GUI" is opened I do not achieve that it is closed. ???
#14
Thank!... I need the interface of The Dig (LucasArts) ???
#15
How make The Dig (LucasArts) interface? ???
#16
Quote from: Khris on Thu 28/10/2010 01:31:55
I understand the problem, but there is another problem: you can't speak English good enough.

When this problem is solved, the next one will be right around the corner.

Sorry, I'm out.

Ok but, How close the inventory (GUI) to button MouseRight?. ???
I obtained open the inventory (GUI) to button MouseRight!!
#17
Quote from: Khris on Wed 27/10/2010 21:37:17
What you're asking is really really basic stuff; explaining that while struggling with the language border is not going to be fun at all.
Try to get someone who speaks English and Spanish to help you, otherwise this is going to become a huge mess.

Edit: mode7, that's not going to help. LtSmash's code is a small snippet that's supposed to go into on_mouse_click, not at the beginning or end of Global.asc by itself.

The problem is: I do not understand very much like they write to themselves the "SCRIPT" and my questions are:

1-have I to use " EMPTY GAME " or " DEFULT GAME "?
2-What I need is that it is opened and the inventory is closed on having touched the right button of the mouse. But I do not manage to do it. How is "SCRIPT" written?.

My English is not good, sorry.

Thank you very much and I wait for answers.
#18
Quote from: Lt. Smash on Wed 27/10/2010 20:17:07
so before you open up another topic ;D here is a simple way:

Just go into the on_mouse_click event function of the globalscript and just check for the right mouse button:

Code: ags
[else] if (button == eMouseRight) {  
  gMyGuisName.Visible = true; 
}


This can I write it in the game that comes for Defult?. Because not in that part to write it. Thank you.
#20
Quote from: Ryan Timothy on Wed 27/10/2010 17:50:10
This thread is for posting questions, not demands.

It's been so many years that I can't even remember what The Dig UI is like. Isn't it a simple left click for actions, right click for looking?

Clear, which I need is that the inventory is opened on having touched the right button of the mouse.
Since this action is realized?. Thank you!.
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