- Joined
- Jan 6, 2008
- Messages
- 2,622
Title says it all, i use trackables with the codes 1-14, i need to use nr 1, in my case my Weapon slot.
The trackables work fine, i only need to gui the rest ;D
Now, i need a system to make my Searing sword (15) be placed in (1), but i cant find a way to do it, i need some check system.
All in one small sentence: I cant check the Searing sword destructible
The trackables work fine, i only need to gui the rest ;D
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SystemIni
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Events
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Time - Elapsed game time is 0.00 seconds
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Conditions
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Actions
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Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
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Camera - Apply Camera 004 <gen> for Player 1 (Red) over 0.00 seconds
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For each (Integer A) from 1 to 1, do (Actions)
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Loop - Actions
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-------- - --------
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Set TrackString[1] = Weapon Slot
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Set ItemSLOTtext[1] = -Empty-
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Set ItemRows[1] = 1
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Set ItemTextRow[1] = 1
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Set ItemDestructibles[1] = Empty Slot
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-------- - --------
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Set TrackString[2] = Shield Slot
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Set ItemSLOTtext[2] = -Empty-
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Set ItemRows[2] = 1
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Set ItemTextRow[2] = 1
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Set ItemDestructibles[2] = Empty Slot
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-------- - --------
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Set TrackString[3] = Exit
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Set ItemSLOTtext[3] = Exit's to game
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Set ItemRows[3] = 1
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Set ItemTextRow[3] = 1
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Set ItemDestructibles[3] = Exit
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-------- - --------
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Set TrackString[4] = Head Slot
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Set ItemSLOTtext[4] = -Empty-
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Set ItemRows[4] = 1
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Set ItemTextRow[4] = 1
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Set ItemDestructibles[4] = Empty Slot
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-------- - --------
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Set TrackString[5] = Shoulder Slot
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Set ItemSLOTtext[5] = -Empty-
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Set ItemRows[5] = 1
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Set ItemTextRow[5] = 1
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Set ItemDestructibles[5] = Empty Slot
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-------- - --------
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Set TrackString[6] = Necklace Slot
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Set ItemSLOTtext[6] = -Empty-
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Set ItemRows[6] = 1
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Set ItemTextRow[6] = 1
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Set ItemDestructibles[6] = Empty Slot
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-------- - --------
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Set TrackString[7] = Chest Slot
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Set ItemSLOTtext[7] = -Empty-
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Set ItemRows[7] = 1
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Set ItemTextRow[7] = 1
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Set ItemDestructibles[7] = Empty Slot
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-------- - --------
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Set TrackString[8] = Wrist Slot
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Set ItemSLOTtext[8] = -Empty-
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Set ItemRows[8] = 1
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Set ItemTextRow[8] = 1
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Set ItemDestructibles[8] = Empty Slot
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-------- - --------
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Set TrackString[9] = Hand Slot
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Set ItemSLOTtext[9] = -Empty-
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Set ItemRows[9] = 1
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Set ItemTextRow[9] = 1
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Set ItemDestructibles[9] = Empty Slot
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-------- - --------
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Set TrackString[10] = Belt Slot
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Set ItemSLOTtext[10] = -Empty-
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Set ItemRows[10] = 1
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Set ItemTextRow[10] = 1
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Set ItemDestructibles[10] = Empty Slot
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-------- - --------
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Set TrackString[11] = Boot's Slot
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Set ItemSLOTtext[11] = -Empty-
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Set ItemRows[11] = 1
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Set ItemTextRow[11] = 1
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Set ItemDestructibles[11] = Empty Slot
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-------- - --------
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Set TrackString[12] = Ring Slot
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Set ItemSLOTtext[12] = -Empty-
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Set ItemRows[12] = 1
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Set ItemTextRow[12] = 1
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Set ItemDestructibles[12] = Empty Slot
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-------- - --------
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Set TrackString[13] = Ring Slot
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Set ItemSLOTtext[13] = -Empty-
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Set ItemRows[13] = 1
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Set ItemTextRow[13] = 1
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Set ItemDestructibles[13] = Empty Slot
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-------- - --------
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For each (Integer A) from 1 to 1, do (Actions)
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Loop - Actions
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-------- 15-200 --------
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Set TrackString[15] = Searing Blade
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Set ItemSLOTtext[15] = No Info
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Set ItemRows[15] = 1
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Set ItemTextRow[15] = 1
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Set ItemDestructibles[15] = Searing Blade
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Set InvsystemItems[15] = Searing Blade
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Set ItemSlot[15] = 1
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-------- - --------
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For each (Integer A) from 1 to 200, do (Actions)
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Loop - Actions
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Multiboard - Create a multiboard with 1 columns and ItemRows[(Integer A)] rows, titled TrackString[(Integer A)]
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Set ItemMultiboard[(Integer A)] = (Last created multiboard)
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Multiboard - Set the text for ItemMultiboard[(Integer A)] item in column 1, row ItemTextRow[(Integer A)] to ItemSLOTtext[(Integer A)]
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Multiboard - Hide ItemMultiboard[(Integer A)]
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For each (Integer A) from 1 to 200, do (Actions)
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Loop - Actions
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For each (Integer B) from 1 to 20, do (Actions)
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Loop - Actions
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Multiboard - Set the display style for ItemMultiboard[(Integer A)] item in column 1, row (Integer B) to Show text and Hide icons
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Multiboard - Set the width for ItemMultiboard[(Integer A)] item in column 1, row (Integer B) to 15.00% of the total screen width
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Hit2
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Events
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Conditions
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lol Equal to False
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Actions
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Set TempInt = 0
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For each (Integer A) from 1 to 200, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TrackBoolean2[(Integer A)] Equal to True
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Then - Actions
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Set Point = (Point((Real(TrackX[(Integer A)])), (Real(TrackY[(Integer A)]))))
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Destructible - Pick every destructible within 100.00 of Point and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to ItemDestructibles[(Integer A)]
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(Destructible-type of (Picked destructible)) Not equal to Background
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Then - Actions
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Set TempInt = (TempInt + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TempInt Equal to 2
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Then - Actions
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Destructible - Pick every destructible within 100.00 of Point and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to ItemDestructibles[(Integer A)]
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(Destructible-type of (Picked destructible)) Not equal to Empty Slot
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Then - Actions
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Else - Actions
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Else - Actions
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Else - Actions
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Else - Actions
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Custom script: call RemoveLocation(udg_Point)
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For each (Integer B) from 1 to 200, do (Actions)
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Loop - Actions
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Set TrackBoolean2[(Integer B)] = False
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TrackMultiboard
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Events
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Conditions
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lol Equal to False
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Actions
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For each (Integer B) from 1 to 200, do (Actions)
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Loop - Actions
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Multiboard - Hide ItemMultiboard[(Integer B)]
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For each (Integer A) from 1 to 14, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TrackBoolean[(Integer A)] Equal to True
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Then - Actions
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Set Point = (Point((Real(TrackX[(Integer A)])), (Real(TrackY[(Integer A)]))))
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Destructible - Pick every destructible within 100.00 of Point and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to ItemDestructibles[(Integer A)]
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(Destructible-type of (Picked destructible)) Not equal to Background
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Then - Actions
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Set TempInt = (TempInt + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TempInt Equal to 2
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Then - Actions
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Destructible - Pick every destructible within 100.00 of Point and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to ItemDestructibles[(Integer A)]
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(Destructible-type of (Picked destructible)) Not equal to Empty Slot
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Then - Actions
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Multiboard - Show ItemMultiboard[(Integer A)]
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Multiboard - Maximize ItemMultiboard[(Integer A)]
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Else - Actions
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Else - Actions
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Multiboard - Show ItemMultiboard[(Integer A)]
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Multiboard - Maximize ItemMultiboard[(Integer A)]
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Else - Actions
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Custom script: call RemoveLocation(udg_Point)
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Else - Actions
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For each (Integer B) from 1 to 14, do (Actions)
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Loop - Actions
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Set TrackBoolean[(Integer B)] = False
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All in one small sentence: I cant check the Searing sword destructible
Last edited:


