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December 17th 2006, 10:29 AM
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rabidwolf9
Peasant He/Him United States
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I've made the decision that my DMOD will have an inventory for quest items set aside from the normal inventory. I've scripted a lot of it, yet I still have a minor bug to fix dealing with coordinates, I have future quest items to add, and movement of the cursor based on what items you have to script. In other words, if a slot is empty I want it so that it skips that slot and goes to the next slot that contains an item, and if there aren't any slots that contain an item, the cursor won't appear at all. I made an attempt to freeze all monster sprites and such upon accessing the new inventory, but that work too well so I scrapped the idea and made it so you can only access it on a screen with no enemy sprites. I may give it a shot again in the future. Here is a screenshot of the inventory. The parchment at the bottom will give a brief description of the item (probably just the name), but when you first pull up the menu, it will tell you the controls as in the screenshot. I am trying to comment the script so people will understand it. I know that it's kind of frusterating making a script like this, I was even unsure if I could pull it off. So hopefully future authors can use this script to make their own quest items inventory.

Oh yeah, the cursor is the same one in the main inventory and changes at roughly the same speed. The status bar is visible just as in the main iventory. As you can tell, I am trying to make them similar in the way they function.

Change of plan: I've decided not to do the cursor jumping thing for the sake of its complexity and it'll be similar to ther main inventory since that doesn't jump.