Author Topic: Inventory Items Said property  (Read 1047 times)

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Offline MusicallyInspired

Inventory Items Said property
« on: August 29, 2011, 01:53:13 PM »
Setting Inventory views to any cel, loop, or view

While trying to set the inventory items instance found in the main script, you will find that no matter how you set the loop or cel, only loop 0 and cel 0 is shown.

To fix this bug, we simply need to change a couple of the default variable values found in the Iitem of InvI class found about halfway down the main script. In the showself method, the default inventory icon variables manually set the cel and loop to 0, just like it's doing. If you would like to be able to set these variables via the instance of the item located at the bottom of the main script, we simply need to change the zeros to loop and cel respectively.

In main.sc
Code: [Select]
...
(class Iitem of InvI
    (properties
    said 0
    description 0
    owner 0
    view 0
    loop 0
    cel 0
    script 0
    )
(method (showSelf)
    Print(
    description
    #title objectName
    #icon view loop cel // Changed from: #icon view 0 0
    )
  )
)
...



Is there a way we can manipulate the Iitem class to fix the bug where an inventory item's "said" property value is ignored and doesn't work when you try to type "look at <object>"?

Or is there maybe a missing global said statement with a variable or something that automatically identifies which inventory item you're trying to examine by crosschecking with the list of inventory items' said properties?

The classes InvI and Inv (from the inv script) both have saidMe methods that are never used anywhere else in the template game.
« Last Edit: August 29, 2011, 01:57:36 PM by MusicallyInspired »


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