GUI, Inventory & Menu: Difference between revisions

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{{deprecated}}
==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 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.bigbluecup.com/yabb/index.php?topic=10946.0 this thread].
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==
==Inventory items don't show up==
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''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?''
''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.:
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.");
   if (player.InventoryQuantity[iKey.ID] == 0)  
    Display("You don't have the key.");


Or:
Or:


   if (player.InventoryQuantity[iStolen.ID] != 0) Display("You can't go in there carrying Stolen goods.");
   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.
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:'''
'''Note:'''
* The InventoryQuantity property was introduced in V2.7. Before that, use teh ''character[].inv'' array.
* The InventoryQuantity property was introduced in V2.7. Before that, use the ''character[].inv'' array.
[[Category:AGS Beginners' FAQ]]
[[Category:AGS Beginners' FAQ]]
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