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int walktimer;
function Walking()
{
if(player.Moving)
{
walktimer=0;
}
else if (walktimer > GetGameSpeed ())
{
Stopped_Moving += 1;
LNotMoving.Text = String.Format("%d", Stopped_Moving);
walktimer = 0;
}
else walktimer++;
}
LDoors.Text = String.Format("%d", Doors);
Larrows.Text = String.Format("%d", Arrows);
LNotMoving.Text = String.Format("%d",Stopped_Moving);
LSecrets.Text = String.Format("%d",Secret_Area);
LRemain.Text = String.Format("%d",lapsed);
LTime_Taken.Text = String.Format("%d",lapsed);
LLostTime.Text = String.Format("%d",Stopped_Moving);
LMeanTime.Text = String.Format("%d",lapsed-Stopped_Moving);
Walking(); // This is the function I need to stop when viewing the status report... The gui is set to pause game.
if(gStatus.Visible==false)
Walking();
// function top Global asc
function Walking()
{
if(player.Moving)
{
SetTimer(3, 0);
} else
{
Stopped_Moving=(Stopped_Moving +1);
LNotMoving.Text = String.Format("%d", Stopped_Moving);
SetTimer(3, 40);
}
}
// import Global ash
import function Walking();
// Global asc
// in function repeatedly_execute_always()
}
if (IsTimerExpired(3))
{
Walking();
}
QuoteFailed to save room room1.crm; details below
_AutoGenerated.ash(33): Error (line 33): Variable ';' is already defined
void on_event(EventType event, int data) {
if (event == eEventLoseInventory) {
int ic = InventoryWindow3.ItemCount;
//invCustomInv.ItemCount;
if ((ic/6)*6 == ic && InventoryWindow3.TopItem == ic-6)
InventoryWindow3.ScrollUp();
}
if(event == eEventAddInventory && mouse.Mode == eModeWalkto)
{
mouse.Mode = eModeInteract;
if(HasPlayerBeenInRoom(17)){ // Church Room already visited
Button74.NormalGraphic=710; // Church button normalgraphic
ChurchHelp =0;
}
else if(!HasPlayerBeenInRoom(17)){ // Church Room not yet visited
Button74.Animate(17, 1, 4, eRepeat); // Church button flashing
if (Button74.Animate(17, 1, 4, eRepeat))
ChurchHelp =1;
cCharles.Say("Mm, %s. I don't think that will be any good. If I can just short circuit the electrics.", player.ActiveInventory.Name);
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