Hello (Again, sorry.) I was wondering if you could change the box that appears when using Display ("Stuff");
Cheers in advanced.
Cheers in advanced.
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function room_RepExec()
{
mouse.UseModeGraphic(eModePointer);
}
if (cGhost == player) {
}
else {
cGhost.Walk (player.x-20, player.y, eBlock);
if (cGhost.x == player.x-20) {
if (cGhost.y == player.y) {
cGhost.x = player.x-20;
cGhost.y = player.y;
cGhost.LockView(4);
cGhost.Animate (0, 2, eOnce);
cGhost.LockView(5);
}
}
function cFrank_Talk()
{
if (player==cEgo) {
dFrank_Ego_Alley.Start();
}
if (player==cAlienKing) {
dFrank_Alien_Alley.Start();
}
}
// room script file
function room_AfterFadeIn()
{
cEgo.x =160;
cEgo.y =185;
}
function oTranslator_PickUp()
{
cEgo.AddInventory (iInvItem1);
cEgo.Say ("I suppose this could be useful? Maybe?");
}
function hHotspot1_Interact()
{
cEgo.Say ("Yup, that's some quality stone right there, great craftsmanship, don't make stone like that no more, nope, taht's an oldstone right there");
cEgo.Say ("You'd never get anyone making stone this solid nowadays, there's no money in making quality sone, and if you do you could expect a buyout by RockCo pretty damn soon");
cEgo.Say (Bloody RockCo");
Display ("Cadave sighs.");
cEgo.Say ("I miss running that quarry.");
}
function hHotspot1_Look()
{
cEgo.Say ("Quality castle right there.");
}
function hHotspot2_Interact()
{
cEgo.Say ("This is locked tighter than a jewish bank.");
}
function hHotspot2_Look()
{
cEgo.Say ("It's a plonking great door.");
}
function hHotspot2_Talk()
{
cEgo.Say ("Hello door");
Display ("The door doesn't reply");
cEgo.Say ("Why do you hurt me so?");
}
function hHotspot3_Look()
{
cEgo.Say ("Some good old, H20");
}
function hHotspot3_Talk()
{
cEgo.Say ("Forgive me but i don't think yelling at posideon will help in this situation");
}
cEgo.Say ("Hello Trashcan");
cTrash.Say ("Greetings Senpai!");
cEgo.Say (" AHHHHHHHHHH!");
cTrash.Say ("What's wrong?");
cEgo.Say ("I never really expect trash cans to talk back.");
cTrash.Say ("A foolish mistake to make,");
TrashMet+=1;
if (TrashMet=1); {
dTrashConversation.Start();
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