Isn't that what WiseFrog meant? That it worked in repeatedly_execute_always?
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int Shallows_X = 960;
int Shallows_Y = 960;
for (int i = 1; i < 20; i ++)
{
int random_x = Random(Shallows_X)+20;
int random_y = Random(Shallows_Y)+50;
while (GetWalkableAreaAtRoom(random_x, random_y) != 1)
{
random_x = Random(Shallows_X)+20;
random_y = Random(Shallows_Y)+50;
}
object[i].SetPosition(random_x, random_y);
}
}
Quote from: cat on Fri 09/04/2021 21:04:54
This got me stuck in your Youtube channel for almost an hour and I do not regret
if (gJournal.BackgroundGraphic < 52) gJournal.BackgroundGraphic ++;
if (gJournal.BackgroundGraphic == 52)
{
bScissors.Visible = true;
bNextPage.Visible = false;
}
else bScissors.Visible = false;
if (gJournal.BackgroundGraphic == 52) bScissors.Visible = true;
else bScissors.Visible = false;
QuoteI also wonder where I should put the string that gives the character the item: before or after this if/else-statement?
Quote from: Fribbi on Sun 28/03/2021 00:06:59
But how am I suppose to change the graphic on the same object again 12 times when it is sliding on the same region?
The luggage are 6 and it must go in x-ray first and come out as a normal luggage on the slider.
while (InventoryWindow1.TopItem > 0) {
InventoryWindow1.ScrollUp();
}
if (GUI.BackgroundGraphic < x) GUI.BackgroundGraphic ++; // x being the last book sprite
function cMonster_AnyClick()
{
if (Mouse.IsButtonDown(eMouseRight) && Charge_Counter == 0)
{
Char_Lock = x; // x being the ID of the character
Charge_Counter = 0;
gChargeBarGUI.Visible = true;
}
}
function room_RepExec()
{
if (gChargeBarGUI.Visible)
{
if (Mouse.IsButtonDown(eMouseRight))
{
if (Charge_Counter < 80) Charge_Counter ++; // increase the castbar/counter. In this example, it increases 1 px per frame, so it's fully charged after two seconds (with the standard gamespeed of 40 frames per second).
gChargeBarGUI.Width = Charge_Counter;
// Edit: Forgot this part:
if (Charge_Counter == 80)
{
// do stuff, e.g. shooting animation, damage calculation
gChargeBarGUI.Visible = false;
Char_Lock = 0;
}
}
else
{
Charge_Counter = 0;
gChargeBarGUI.Visible = false;
}
}
}
function late_repeatedly_execute_always()
{
if (Char_Lock > 0)
{
if (Mouse.IsButtonDown(eMouseRight))
{
Mouse.SetPosition(character[Char_Lock].x + 2, character[Char_Lock].y - 10); // locks the cursor position to the enemy character, the exact position may need to be adjusted
}
else Char_Lock = 0;
}
}
else if(mouse.IsButtonDown(eMouseRight) && oCast.Frame == x){ // x being the last frame of the animation
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