Can you have more then one inventory?

  • #10, by nerdFriday, 15. March 2019, 20:20 A year ago
    Tomorrow I'm gonna check it out. It could be also the interface image is full screen so "excecute immediate" doesn't work, this is probably the reason.

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  • #11, by nerdSaturday, 16. March 2019, 20:04 A year ago
    The double inventory works. The problem is that no matter what "left click" on the items/portraits won't show the description under them, right now I'm using "right click" but I don't like it it's weird roll

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  • #12, by nerdSunday, 17. March 2019, 12:56 A year ago
    I tried any combination. Any idea? roll

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  • #13, by afrlmeSunday, 17. March 2019, 13:34 A year ago
    why is left clicking not working? have you tried setting the relevant command when you swap characters, or on mouse over of the item?

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  • #14, by nerdSunday, 17. March 2019, 16:18 A year ago
    The portraits in the inventory are items and unfortunately they don't have a mouse hover option roll

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  • #15, by afrlmeSunday, 17. March 2019, 17:08 A year ago
    Aye I forgot they don't have a mouse over option - strange that, no? you would think they would have the option just like every other visobj that allows you to create an object area/interaction polygon.

    Having said that, you could use Lua script with a loop to check if the object below the cursor is an item.
    function checkItm()
     if game.CurrentObject.IsItem and game.ActiveCommand ~= Interfaces["example"].StandardCommand then
      game.CurrentCommand = Interfaces["example"].StandardCommand
     end
    end

    registerEventHandler("mainLoop", "checkItm")
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    replace "example" with the name of the interface. add this script to the script section of the editor as a definition type script. I have no idea whether or not it will work.

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  • #16, by nerdSunday, 17. March 2019, 17:50 A year ago
    Thank you! I'll try it out! smile

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  • #17, by nerdSunday, 17. March 2019, 17:53 A year ago
    Just a question how do I add this script as a definition type script? What does it mean?

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  • #18, by afrlmeSunday, 17. March 2019, 18:16 A year ago
    I mean create a script in the script section of the editor. add the script. leave it as the default script type, which just so happens to be "definition".

    There are 3 script types in VS.

    Definition: script will be executed on game launch - mostly used for registering functions, variables, & event handlers/listeners.

    Execution: has to be manually called - mostly used for small scripts that don't require functions or input arguments.

    Execute a script: inline code that can be used the same as "execution" type script - mostly for small scripts or for accessing/updating functions/variables that you have created inside of "definition" type scripts.

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  • #19, by nerdSunday, 17. March 2019, 18:26 A year ago
    Thank you for the explanation smile

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