You can hide very long code using the spoiler to make it easier to navigate the forums. I will be able to look into more detail only later. :/
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts Menu#define MAX_PIECES 12
Object* oT[MAX_PIECES];
Object* oP[MAX_PIECES];
InventoryItem* iTrinket[MAX_PIECES];
function room_AfterFadeIn()
{
for(int i=0; i<MAX_PIECES; i++)
{
oT[i] = Object.GetByName(String.Format("oT%d", i));
oP[i] = Object.GetByName(String.Format("oP%d", i));
iTrinket[i] = InventoryItem.GetByName(String.Format("iTrinket%d", i));
}
}
eEventEnterRoomBeforeFadein
called just before the room's 'Enter Before Fade-in' event occurs
DATA = new room number
eEventEnterRoomAfterFadein
called just before the room's 'Enter After Fade-in' event occurs
DATA = room number
eEventLeaveRoom
called just after the room's 'Player Leaves Room' event occurs, before the fade-out
DATA = room number they are leaving
eEventLeaveRoomAfterFadeout
called when leaving a room, right after fade-out, but while room is still in memory
DATA = room number they are leaving
enum TFXStyle {
eTFX_FadeBlack,
eTFX_FadeWhite,
eTFX_ScrollLeft,
eTFX_ScrollRight,
eTFX_ScrollBottom,
eTFX_ScrollTop
};
managed builtin struct TransitionFX {
import static attribute TFXStyle Style;
import static attribute bool Auto;
import static void FadeOut();
import static void FadeIn();
}
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.103 seconds with 15 queries.