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GUI, Inventory & Menu: Difference between revisions
→Using a specific inventory item on a hotspot to trigger an action
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If you're using the Interaction Editor, choose "'''Conditional - if inventory item is used'''" action under the "'''Use inventory item on hotspot'''" interaction. | If you're using the Interaction Editor, choose "'''Conditional - if inventory item is used'''" action under the "'''Use inventory item on hotspot'''" interaction. | ||
Otherwise, if you're using scripting only, use the following code: | Otherwise, if you're using scripting only, use the following code (in AGS V2.62): | ||
if (player.activeinv == 31) { | if (player.activeinv == 31) { | ||
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This will detect whether the player's current inventory item selected is #31, and if so, the code between the braces is run. Take out the // comments if you want. | This will detect whether the player's current inventory item selected is #31, and if so, the code between the braces is run. Take out the // comments if you want. | ||
In AGS V2.7 and higher, use the following code: | |||
if (player.ActiveInventory==iItem){ | |||
// Place code here | |||
} | |||
This will detect whether the player's current inventory item selected is iItem. | |||
Rather than using the item numbers, AGS now uses '''Script-O-Names''': usually ''i'' followed by the item name (so, if the item is called ''Key'' the Script-o-Name will be ''iKey''), which are shown on the 'Inventory Items' window of the editor). | |||
==Customizing graphics of AGS default GUIs; Creating your own GUIs== | ==Customizing graphics of AGS default GUIs; Creating your own GUIs== |