Not currently. There is a tracker entry, however: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=161
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Show posts MenuQuote from: juncmodule on Sat 29/10/2005 15:43:28
It's only around 70 pages long, all of the watermarked versions I made were 419 pages long. Has the manual grown that much?
Quote from: monkey_05_06 on Thu 27/10/2005 22:06:05Would this be it?
http://adventuregamestudio.co.uk/tracker.php?action=detail&id=59
string buffer;
StrFormat(buffer, "Health: %d / Max Health: %d / Magic: %d", health, maxhealth, magic);
Lstatus.SetText(YOU, 2, buffer);
Quote from: Pumaman on Sun 05/06/2005 23:32:14
Backwards compatibility
In order to maintain backwards compatibility, a new "const" keyword has been added. This applies only to old-style strings, and allows them to interoperate with the new ones. A new-style String can be passed to a function that expects a "const string" (which means that it will not be allowed to change the string's contents), but cannot be passed to a function that expects a "string" (since it could overwrite the string data and mess things up).
So, you may find that any custom functions you have that take a string parameter stop working. If this is the case, change the parameter from "string" to "const string" and that should fix it.
Apologies for the inconvenience, but this is the only way to allow new Strings to interoperate safely with old-style strings.
// room script
#define WALKAREA_ID 2 // number of the walkable area
#define WALKAREA_TOP_EDGE 202 // adjust these to the dimensions of your walkable area
#define WALKAREA_BOTTOM_EDGE 329
#define WALKAREA_SCALING_TOP 100
#define WALKAREA_SCALING_BOTTOM 50
function repeatedly_execute_always() {
//...
if (GetWalkableAreaAt(player.x - GetViewportX(), player.y - GetViewportY()) == WALKAREA_ID) {
int scaling = WALKAREA_SCALING_BOTTOM + (((WALKAREA_BOTTOM_EDGE - player.y) * (WALKAREA_SCALING_TOP - WALKAREA_SCALING_BOTTOM)) / (WALKAREA_BOTTOM_EDGE - WALKAREA_TOP_EDGE));
SetAreaScaling(WALKAREA_ID, scaling, scaling);
int spriteslot = GetGameParameter(GP_FRAMEIMAGE, player.View, player.Loop, player.Frame);
player.z = -((GetGameParameter(GP_SPRITEHEIGHT, spriteslot, 0, 0) * scaling) / 100);
}
else player.z = 0;
//...
}
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