That sounds like a better way to handle this indeed.
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if (mouse.IsButtonDown(eMouseRight))
{
do
{
oCast.Frame = 0; //set oCast to first frame again
shoot(3.0*damageplayer, armorMonster); //shooting animation
Monsterdamagedisplay(IntToFloat(finaldamage)); //display function of the damage
}
while (oCast.Frame == 10); //when oCast reaches its last frame, so bar is full
}
License: | Freeware |
Supported OS: | Windows & Linux |
Resolution: | 320x240 |
Colors: | 4 colors (hybrid Game Boy monochrome green palette) |
Input devices: | keyboard only |
Quote from: Crimson Wizard on Sat 13/03/2021 17:12:50You're correct, I accidentally removed the .Play part and added the channel name in the stop while posting.
arj0n, the code you posted does not change anything in practice, except you store the returned channel pointer in the variable, but you are not using it for anything either.
Also, Stop() function does not return anything so "music = aAtmospheremusic.Stop();" should not compile.
AudioChannel *music;
AudioChannel *sfx;
music = aAtmospheremusic.Play(eAudioPriorityNormal, eOnce);
aAtmospheremusic.Stop ();
sfx = aCamera.Play(eAudioPriorityNormal, eOnce);
if (Hotspot.GetAtRoomXY(player.x, player.y) != hYourHotspotName) //player is not standing on clicked hotspot
{
Display("Out of my reach");
}
else //player is standing on clicked hotspot
{
//your event code here
}
Quote from: Blondbraid on Fri 26/02/2021 22:42:04Not so much creepy-looking, but odd.
Something I've always been weirded out by is the feet of coots, they just don't look right to me, they look like absurdly long claws with some leftover skin scraps haphazardly attached to them;
Anyone else find this creepy-looking?
Quote from: Sinitrena on Fri 05/03/2021 03:05:23Yep.
I don't know if this is a problem on my end but Creamy's images always get blurry when trying the zoom function (while mine stay sharp). Anyone else see this?
int i;
do
{
invMain.ScrollDown();
i++
}
while (i < invMain.RowCount);
Quote from: Crimson Wizard on Thu 25/02/2021 14:10:46
What do you call "custom script"?I was thinking there's some dedicated script module for listbox, but maybe I should not use word "custom".
Quote from: Crimson Wizard on Thu 25/02/2021 11:16:21
Are you sure this is not controlled by some custom script?
Quote from: Crimson Wizard on Thu 25/02/2021 13:54:42sorry for the confusion, yes there is a script but no custom script.
Ok, so there is a script that controls this.
Quote from: Crimson Wizard on Thu 25/02/2021 13:54:42Drat, I tried that but somehow made a mistake by setting the SelectedIndex instead of the selectedItemText.
From the look of the scripts, the problem seems to be that selectedItemText is not set when you make list box visible?
else if (keycode == eKeyReturn)
{
if (gInvListBox.Visible == true) // gInvListBox
{
if (selectedItemText == "data cartridge #01") Display ("'I'm hurt bad...'");
else if (selectedItemText == "data cartridge #02") Display ("'For security reasons I had to change the Level 2 Access Code.'");
...
}
else Display ("no item selected");
}
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