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GUI, Inventory & Menu: Difference between revisions
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This is most likely to happen if you've started a game using the 'Empty' template. This starts a game with NO existing sprites - which includes the ones needed by the default Inventory GUI. You'll need to import three sprites to be used for the 'Look at', 'Use' and 'OK' buttons. Then, right-click them, select 'Change sprite number ...' and renumber them to 2041, 2042 and 2043 respectively. | This is most likely to happen if you've started a game using the 'Empty' template. This starts a game with NO existing sprites - which includes the ones needed by the default Inventory GUI. You'll need to import three sprites to be used for the 'Look at', 'Use' and 'OK' buttons. Then, right-click them, select 'Change sprite number ...' and renumber them to 2041, 2042 and 2043 respectively. | ||
==Checking if the player has a certain Inventory Item== | |||
''I want an interaction to happen only when the player has an Inventory Item (like a key to open a door) OR something not to happen when the player has an Item. How do I do that?'' | |||
Simply use the [http://www.bigbluecup.com/manual/Character.InventoryQuantity.htm InventoryQuantity] property, e.g.: | |||
if (player.InventoryQuantity[iKey.ID] == 0) Display("You don't have the key."); | |||
Or: | |||
if (player.InventoryQuantity[iStolen.ID] != 0) Display("You can't go in there carrying Stolen goods."); | |||
If you want to stop the player from taking an Item multiple times (like taking someting out of a drawer), you're better using a variable. If you use InventoryQuantity and the player can lose the Item later in the game, they'll be able to go back and pick it up again. | |||
'''Note:''' | |||
* The InventoryQuantity property was introduced in V2.7. Before that, use teh ''character[].inv'' array. | |||
[[Category:AGS Beginners' FAQ]] | [[Category:AGS Beginners' FAQ]] |