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Messages - Doan Sephim

Pages: [1] 2 3 ... 36
1
SCI Syntax Help / Re: How to "look at" Inventory Items?
« on: June 14, 2022, 02:06:28 PM »
Doesn't there need to be a '/' before the word in the said property? Otherwise it's looking for "hammer" in the first part of the phrase you typed in.

The code needs to do this:
Code: [Select]
(Said 'look>')
followed by this:
Code: [Select]
(Said '/hammer')
which is basically the equivalent of
Code: [Select]
(Said 'look/hammer')
That could be. I will check it out.
Edit 1: Yes, that does help!

Edit 2: I'm getting the same result, which is a "Oops! You tried something we didn't think of" crash error. I was getting that before with Erik's code, so it's not the /hammer part. I wonder if he has more and/or less to his template that's fixing for this. I'll test around and see if I can determine exactly what's causing the crash.

Edit 3: The part that is causing the crash is the "(i ownedBy: gEgo)" and the "(i showSelf:)" I'm guessing variables cannot be used in this way? So any idea what's allowing it to work with Erik's template? He put "i" as a variable to the changeState method, and I followed that example in my code as well.

Good news is that now it's identifying the typed command by the player, now all that's left is how to spit out the correct description.

Edit 4: So I apparently did not put &tmp beofre the i in the method when declaring the variable. Everything now seems to work correctly. Looks like this one is solved. Erik's code works exactly as intended, but Troflip, THANK YOU, I would not have ever thought of the said properties needing the "/" - and that was clearly a huge component of my problems.

2
SCI Syntax Help / Re: How to "look at" Inventory Items?
« on: June 13, 2022, 09:14:26 PM »
What does the said property look like for your inventory items?
Something like this:
Code: [Select]
(instance Hammer of Iitem ; Item 2
(properties
said 'hammer'
description 2
owner 0
view 612
loop 0
cel 0
script 0
name "Hammer"
)
)

3
SCI Syntax Help / [Solved] SCI0 How to "look at" Inventory Items?
« on: June 12, 2022, 11:22:17 PM »
Here's my problem:
When the player types "look at widget," how do I open that item [the widget] as if from the inventory menu? I've looked at the Inv script as well as the following bit of code from ErikorOakford's SCI0 template:
Code: [Select]
((Said 'look[<at]>')
(cond
;look at inventory items
((= i (inventory saidMe:))
(if (i ownedBy: ego)
(i showSelf:)
else
(DontHave)
)
)
But I've been unable to produce anything beyond opening up the menu with all the items listed by using the same command as in the menubar:
Code: [Select]
(gInv showSelf: gEgo) That's nice and all, but I'd like to zero in on the particular item "looked" at by the plater.
Erik's script looks like it should work (and I'm sure it does in his template), but I'm using the standard template, and even correcting for a few differences in naming conventions, I'm still not returning anything that runs.
I know it's actually a fairly simple command, something already there in the template, I'm just not fitting the pieces together and need a hand.
Thanks.

4
SCI Syntax Help / Re: SCI0 - gEgo and barriers
« on: May 25, 2022, 10:56:27 AM »
Going by the later StopWalk's doit, it checks (if (client isStopped:). That's available in the SCI0 template as well, and checks if the actor's mover actually moved. So if you want to detect walking into a barrier, that's how you might do it.
Seems easy enough. I just added "gEgo setMotion: NULL" to trigger from that if statement and that does the trick. Thanks

5
SCI Syntax Help / SCI0 - gEgo and barriers
« on: May 25, 2022, 09:26:10 AM »
Does anyone know where to look to find the programming controlling when gEgo hits a barrier? I find it curious that when gEgo hits a barrier and stops that the command to continue in that direction (say if the barrier is removed) is still active. I would think that movement would be set to null upon hitting a barrier and I'd like to implement this.

So, can anyone point me in the right direction and/or explain any potential problems of implementing such a change/

6
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 21, 2022, 09:03:23 PM »
Great! That worked perfectly once I incorporated my iteration code.

I think the thing I was really missing out on was what class to make it. I think I was confused when I tried to follow the QfG1 script's direction when I also made it of the object class, but Companion didn't like that because I didn't realize in the template game the class is Obj (and the capital O matters!)

Thanks for helping me troubleshoot this. It feels really good to have this squared away.

7
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 21, 2022, 04:41:37 PM »
No, the iteration is working properly. It's only showing the ones that have their conditions met.

The thing I'm having problems with is writing the code to properly display them in a window, and then closing that window. I build the code in a random roomscript and it works, but I'm not able to make it its own script (so that I can trigger it from say, the menubar)

8
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 21, 2022, 03:32:31 PM »
Okay, rewriting the whole script and editing it piece by piece isn't going to work for me with all the different syntax and especially different classes that I can't access on my end. I'm just going to try and focus on the part that I'm having the most difficulty with, and that is the process of iterating through a series of variables and displaying something on those that are true. This seems to be the relevant code:
Code: [Select]
(method (init &tmp i temp1 y fgColour totalWeight [str 40])
(super init:)
(= theWindow
(NewWindow nsTop nsLeft nsBottom nsRight {} 0 -1 vBLUE vWHITE)
)
(Display 206 1 p_at 10 8 p_mode teJustLeft p_font 300 p_color vBLUE)
;You Are Carrying:
(= totalWeight (WtCarried))
(= i 1)
(= y 24)
(while (<= i 41)
(if (and (> [invNum i] 0) (> i 2))
(if (<= y 160)
(DisplayInventoryItem i 10 y)
)
(= y (+ y 9))
)
(++ i)
)
(cond
((== y 24)
(Display 206 2 p_at 40 (+ y 5) p_mode teJustLeft p_font 300 p_color vBLUE)
;Nothing
)
((>= y 174)
(Display 206 3 p_at 40 172 p_mode teJustLeft p_font 300 p_color vBLUE)
;. . . and more
)
)
this while loop is actually very similar to how I had tried to do this with my for loop. It'll make a new window than display things accordingly, which I think is the same thing I tried...so I guess I'll just have to figure out what the major differences are. This is so much headache for something that seems so simple and easy.

9
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 21, 2022, 03:05:54 PM »
Keep in mind I'm wrong at least half the time, but (use inv) might be the SCI0 template equivalent of (use Invent). Maybe try commenting out ;(use Invent) and see if it compiles without it. That would at least help identify what it needs from Invent.

You will probably need to change (include game.sh) to (include sci.sh). That should make the dsCOORD, etc. compile.
That's funny, I just had that issue :D At the moment I have the following:

Code: [Select]
(include sci.sh)
(include game.sh)
(use Main)
(use User)
(use SysWindow)
and that fixed the dsWHATEVER problem you anticipated I was having XD It took me longer than I am comfortable sharing before I realized it was probably my includes causing the issue.

10
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 21, 2022, 02:43:42 PM »
Thanks for the links! This looks fruitful, albeit a bit above my knowledge level, but I'm able to at least make out what's going on. Converting it and structuring for my own use...we'll see  ;)
Thanks again for the links

If I were to make my own script, I would clearly use "Main" and "System", but I don't know what to do about "Invent" or if I'd need to include other scripts from the template

11
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 21, 2022, 10:14:24 AM »
Does anyone how QfG1 did something similar with its inventory screen? That could be a good place for me to look if we have the script

12
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 21, 2022, 08:51:21 AM »
I did write that off the top of my head without testing. Try doit: 0?
Wow! I definitely don't have that kind of competence to write code in my head.

doit: 0 still yields error.

When I have time, I'll keep looking

13
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 20, 2022, 08:33:55 PM »
Thanks Kawa. I'm trying to use the procedure you posted to get started with, but it's coming up with the "oops" error, so I'm not sure where things aren't working. It compiled just fine...

If I'm reading your code and comment correctly, it looks like the important thing I need to add a particular number of lines to a single window is DText (and as you mentioned reusing the hText) for DText.

I will keep playing around with this to see if I can start with something simple and build my understanding from there.

Edit: I seem to have localized the area leading to the crash:
Something in this part seems to cause the crash. With this removed, the procedure runs its course while displaying nothing
Code: [Select]
(hDialog
text: {Death Count}
setSize:
center:
open: nwTITLE -1
doit: ; This should block until you click the dialog. Or a button, which we didn't add.
dispose:
)

14
SCI Syntax Help / Re: SCI0 - Globalizing my local death sheet Script
« on: February 20, 2022, 03:06:38 PM »
1. Something like a death screen doesn't need to be a Room per se, but you certainly don't want it as part of Main there's no reason to keep a large script that may not be needed for a long time in memory.

2. Display or Print... why not a third option? Print is just a convenience function that populates a Dialog, after all, so why not use a Dialog but not Print? That'll take care of both dismissing the window and having a complicated layout inside of it.
1. Any suggestions on a good place to put it? I'm not great when it comes to reading/editing the template and I've never been successful in creating my own script (that wasn't a region or regular roomscript)

2. Sounds like a good idea re: Dialog. Do you know where I can look to find the basics for it? I'm not very familiar with it.

15
SCI Syntax Help / [SOLVED] SCI0 - Globalizing my local death sheet Script
« on: February 20, 2022, 02:25:28 PM »
Last year, inspired by Charles "retry/restore/quit" thread, I put together a death window to show the various deaths the player has suffered in the game to the current point. I had to do a lot of things differently, such as saving variables to an external file so that restoring doesn't remove them, to make this possible.

I've put together a bare bones script in a random room's script to test getting it up and running, but now I need to make it global so that the sheet can be accessed anytime (preferably in the menubar). Here's where the problem presents itself - while migrating the code to the main script, I can get everything up and running except the ability to remove the window. I think the problem may rest with my use of the Display command, but I'm not 100% certain.

My question is should I try to make a new script for this (and how), or does it belong in an existing script (Window, User), or is the Main script a fine place for and there are just some bugs? And finally, should I not be using "display" at all and keep it all a "Print" command? If that's the case, how do I argue how to print some things and not others in a Print? Perhaps FormatPrint first?

Here is how it presented in the Roomscript:
Code: [Select]
;;; Sierra Script 1.0 - (do not remove this comment)
; Broken Bridge Forest
(script# 210)
(include sci.sh)
(include game.sh)
(use controls)
(use cycle)
(use feature)
(use game)
(use inv)
(use main)
(use obj)
(use window)
(use menubar)

(public
rm210 0
)

(local
deathWindowOpen = 0 ; Used as a switch to determine when you can close the deathWindow
deathWindow ; Used to open the display window
i = 0 ; Used in the "for"
textDown = 7 ; Used to place statements progressively lower than earlier statements
textRight = 20 ; Used to move statements right, once y-axis full - NOT YET IMPLEMENTED
[str 30] ; String for pulling text resources
)

(instance rm210 of Rm
(properties
picture scriptNumber
north 0
east 211
south 0
west 215
)

(method (init)
(super init:)
(self
setScript: RoomScript
)
(switch gPreviousRoomNumber
(else
(gEgo init: posn: 32 96)
)
)
(SetUpEgo)

)
)

(instance RoomScript of Script
(properties)

(method (changeState mainState)
(= state mainState)

)

(method (handleEvent pEvent)
(super handleEvent: pEvent)

; removes the window AND dsiplay text! I'm not sure why it disposes the display though.
(if (== deathWindowOpen 1)
(DisposeWindow deathWindow)
(= deathWindowOpen 0)
(= textDown 7)
)
(if (== (pEvent type?) evMOUSEBUTTON)
)
(if(Said 'show/death')
(= deathWindowOpen 1)
(= deathWindow (NewWindow
0
0
190
318
{Death Count}
nwNORMAL
15 ; priority
7
15
))
; For loop to run through the gDeath array and print a statement of death for each that is true
(for ( (= i 0)) (< i 9)  ( (++ i)) (if (> [gDeaths i] 0)
(switch i
(0
(Display
(Format @str {You have died %u times:} [gDeaths 0])
dsCOORD 10 textDown
)
(= textDown (+ textDown 12))
)
(1
(deathCountIterator)
)
(2
(deathCountIterator)
)
(3
(deathCountIterator)
)
(4
(deathCountIterator)
)
(5
(deathCountIterator)
)
(6
(deathCountIterator)
)
(7
(deathCountIterator)
)
)
)
)
)
)
)

(procedure (deathCountIterator)
(Display
(Format @str 650 i)
dsCOORD 20 textDown
dsFONT 4
)
(= textDown (+ textDown 9))
)
Attached is how the window looks in the roomscript, and the termination command works just fine (but doesn't work well at all in the Main)

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