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==Getting rid of that big gray status bar at the top== | ==Getting rid of that big gray status bar at the top== | ||
''When I test my game, there is this gray box at the very top of the screen that I can't get rid of. I don't want it there. What is it, and how do I get rid of it?'' | ''When I test my game, there is this gray box at the very top of the screen that I can't get rid of. I don't want it there. What is it, and how do I get rid of it?'' | ||
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''How can I add money into my game? You know, like the character carries around an inventory item that is a coin, and it keeps count of how much money he has...and...er...you know what I mean...! And what about having multiple inventory items! HUH!?'' | ''How can I add money into my game? You know, like the character carries around an inventory item that is a coin, and it keeps count of how much money he has...and...er...you know what I mean...! And what about having multiple inventory items! HUH!?'' | ||
Easy. The character's global inventory variables (such as '''player.inv[34]''', or ''' | Easy. The character's global inventory variables (such as '''player.inv[34]''', or '''player.InventoryQuantity[iMoney.ID]''' for V2.7 and newer) are integers and can be used to keep track of how many items (or, in this case, money) the character has. | ||
==Adding score/hotspot info to the big grey status bar== | ==Adding score/hotspot info to the big grey status bar== | ||
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'''Example:''' You have @SCORE@ out of @TOTALSCORE@ possible points.<br><br> | '''Example:''' You have @SCORE@ out of @TOTALSCORE@ possible points.<br><br> | ||
The Properties window also allows you to align the text to the left, right, or centre, as well as change its font and colour.</blockquote> | The Properties window also allows you to align the text to the left, right, or centre, as well as change its font and colour.</blockquote> | ||
It may also be helpful to use the [[Description Module]]. | |||
==Using a specific inventory item | ==Using a specific inventory item to trigger an action== | ||
''I need a specific inventory item to trigger an action when interacting it with a hotspot. So far, I can only see | ''I need a specific inventory item to trigger an action when interacting it with a hotspot/object/character/other item. So far, I can only see how to set it so that any item can be used.'' | ||
If you're using the Interaction Editor, choose "'''Conditional - if inventory item is used'''" action under the "'''Use inventory item on | If you're using the Interaction Editor, choose "'''Conditional - if inventory item is used'''" action under the "'''Use inventory item on (whatever)'''" 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 for inventory items(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== | ||
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==Creating your own custom inventory== | ==Creating your own custom inventory== | ||
''How would I go about creating my own custom inventory GUI? I don't much like the default AGS one. OR, I have a problem creating my own inventory GUI. HELP!'' | ''How would I go about creating my own custom inventory GUI? I don't much like the default AGS one. OR, I have a problem creating my own inventory GUI. HELP!'' | ||
Everything you need to know about custom inventory GUIs can be found in [http://www. | Everything you need to know about custom inventory GUIs can be found in [http://www.adventuregamestudio.co.uk/forums/index.php?topic=10946.0 this thread]. | ||
==Inventory items don't show up== | |||
The inventory items won't display if the InvWindow GUI control is smaller than an inventory item slot (40x22 pixels by default). | |||
Enlarge the InvWindow control or decrease its ItemWidth and ItemHeight properties in the GUI editor. | |||
==Getting that classical Sierra look for GUIs== | ==Getting that classical Sierra look for GUIs== | ||
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First off, that setting is deceptively named "'''Foreground colour'''" in the AGS Editor, under GUI Properties. Also remember that AGS treats Color #0 (zero) as transparent, so set the GUI's Foreground Color to "0" to get rid of it, or a different pallette color number to change it. | First off, that setting is deceptively named "'''Foreground colour'''" in the AGS Editor, under GUI Properties. Also remember that AGS treats Color #0 (zero) as transparent, so set the GUI's Foreground Color to "0" to get rid of it, or a different pallette color number to change it. | ||
NOTE: As of AGS V2.7, this setting has been renamed "'''Border Color'''". | |||
==Making your GUI modal== | ==Making your GUI modal== | ||
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==Changing AGS's default speech/narrator dialog boxes to your own== | ==Changing AGS's default speech/narrator dialog boxes to your own== | ||
''How would I change AGS's default black-and-white dialog boxes into something more colourful? I want to | ''How would I change AGS's default black-and-white dialog boxes into something more colourful? I want to customize the narrator/speech GUIs!'' | ||
This is found in the AGS manual, albeit a bit hidden: | This is found in the AGS manual, albeit a bit hidden: | ||
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To set the text colour in the window, simply set the '''Foreground Colour''' of the GUI and that will be used to print the message text in. | To set the text colour in the window, simply set the '''Foreground Colour''' of the GUI and that will be used to print the message text in. | ||
</blockquote> | </blockquote> | ||
[[Category: | |||
=="Error: InventoryScreen: one or more of the inventory screen graphics have been deleted"== | |||
''Every time I try to open my Inventory GUI I get this error. What's going on here?'' | |||
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.adventuregamestudio.co.uk/manual/ags49.htm#character.inventoryquantity 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 the ''character[].inv'' array. | |||
[[Category:AGS Beginners' FAQ]] |
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