Just reiterating my request in another post to increase the amount of background frames allowed per room on a per-game basis. Ex: Some games could use 2 backgrounds per room, others 8... etc.
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Show posts Menuint WalkSpeed = 0;
function repeatedly_execute()
{
if(player.Moving == true){
if (!IsTimerExpired(1) && WalkSpeed < 8)
{
WalkSpeed++;
lblCurrSpeed.Text = String.Format("Current Speed: %d", WalkSpeed);
SetTimer(1, 10);
}
}
else{
if (!IsTimerExpired(1) && WalkSpeed > 0)
{
WalkSpeed--;
lblCurrSpeed.Text = String.Format("Current Speed: %d", WalkSpeed);
SetTimer(1, 10);
}
}
}
int WalkSpeed = 0;
function repeatedly_execute()
{
if(player.Moving == true){
while(IsTimerExpired(1) && WalkSpeed < 8)
{
WalkSpeed++;
lblCurrSpeed.Text = String.Format("Current Speed: %d", WalkSpeed);
}
if(IsTimerExpired(1))
SetTimer(1, 10);
}
else{
while(IsTimerExpired(1) && WalkSpeed > 0)
{
WalkSpeed--;
lblCurrSpeed.Text = String.Format("Current Speed: %d", WalkSpeed);
}
if(IsTimerExpired(1))
SetTimer(1, 10);
}
}
Dialog* dialogArray[20];
struct EmotionDialog
{
int dialogNumber;
int EmotionTopics[31];
import function init(int, Dialog*);
import function SetTopicEmotion(int, Emotion);
import Emotion GetTopicEmotion(int);
import function ToggleTopics();
import bool CheckTopicForCurrentEmotion(int);
import function StartDialog();
};
function EmotionDialog::init(int dialogID, Dialog* dlog) {
this.dialogNumber = dialogID;
dialogArray[dialogID] = dlog;
int i = 0;
while (i < 30)
{
this.EmotionTopics[i] = 0;
i++;
}
}
function EmotionDialog::SetTopicEmotion(int topic, Emotion emote) { this.EmotionTopics[topic] = emote; }
Emotion EmotionDialog::GetTopicEmotion(int topic) { return this.EmotionTopics[topic]; }
bool EmotionDialog::CheckTopicForCurrentEmotion(int topic)
{
Emotion topicEmotion = this.EmotionTopics[topic];
if(topicEmotion > 1)
if(CurrentEmotion == topicEmotion)
return true;
else
return false;
else
return false;
}
function EmotionDialog::ToggleTopics()
{
int i = 0;
while(i < 30){
if(this.EmotionTopics[i] > 0) {
Emotion topicEmotion = this.EmotionTopics[i];
if(this.CheckTopicForCurrentEmotion(i))
dialogArray[this.dialogNumber].SetOptionState(i, eOptionOn);
}
i++;
}
}
function EmotionDialog::StartDialog()
{
dialogArray[this.dialogNumber].Start();
}
exDiag.init(0, ExampleDialog);
exDiag.SetTopicEmotion(1, eNONE); // eNONE is an enumeration in another module
exDiag.SetTopicEmotion(2, eRAGE);
exDiag.SetTopicEmotion(3, eSAD);
exDiag.SetTopicEmotion(4, eHAPPY);
function hHotspot1_Talk()
{
exDiag.ToggleTopics();
dialogArray[exDiag.dialogNumber].Start(); //the offending line
}
Quote from: lo_res_man on Wed 14/11/2007 02:17:53
AGS: Acronyms Genarate Suicide
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