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So you have made all the cursors, texts, views, and scripts that I've told you to make, and I suppose
that now you want to see it in action. Until we actually create our own point and click menu, you might find that
it is actually kind of a pain in the butt to get into that room. Well don't worry, I wouldn't leave you hanging like
that. With one small edit to the inv script you'll be tying that string onto the balloon in no time.
Open up the inv script and around line 70, you should find this
(method (showSelf theOwner)
(invD:
text(carrying)
doit(theOwner)
)
)
Simply change that into this
(method (showSelf theOwner)
// (invD:
// text(carrying)
// doit(theOwner)
// )
(if(== canTab TRUE)
= gPreviousCursor gCurrentCursor
(send gRoom:newRoom(500))
)
)
And there you go, now you can enter your new point and click inventory room by either pressing the tab button
or by selecting inventory from the menu options. So until we get the rest of the game converted to point and click,
at least you have that much.
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