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Messages - Dokk

#1


Christopho, I tried to do so:



function bomb_chest:on_opened()
game:get_item("bomb"):set_variant(1)
hero:unfreeze()
  game:start_dialog("found.bombs", function()
    sol.audio.play_sound("bombs")
  end)
end



But it doesn't work and game isn't giving bombs to hero. Yes, I see the dialog, I hear my hero says "Bombs!", but slot is empty. I just want to put some things in chests, but without brandish. Tomorrow will try to experiment with custom entities :D
#2
Yes, I used chest:on_opened() event:



function bomb_chest:on_opened()
hero:start_treasure("bomb")
  game:start_dialog("found.bombs", function()
    sol.audio.play_sound("bombs")
  end)
end



But all treasures in chests are always brandished. What to do?
#3
Development / Disable brandish for all items in chests
August 20, 2018, 12:19:11 PM
Hello. Can I disable brandish for all items in chests? I tried to write self:set_brandish_when_picked(false) in item script:


function item:on_created()
  self:set_savegame_variable("bomb")
  self:set_assignable(true)
  self:set_brandish_when_picked(false)
end


But it works only for pickable treasures, and it doesn't work in chests. Why?
#4
General discussion / Re: Text position on top...
August 05, 2018, 12:20:43 PM
In a grow of work, I didn't read comments for script. Shame on me! Thank you , Christopho. My progress is saved  ;D
#5
General discussion / Text position on top...
August 04, 2018, 07:22:03 PM
Hello. I have a problem with some specific text position. I made a map titles (kinda "Level 1: The Beginning") as a dialogs. And I want to start this map name then game is starting on the top of the screen for 2-3 seconds.

Code ( lua) Select

function map:on_started()

--Starting a map title
game:start_dialog("level.1")


I tried to change the position directly in alttp_dialog_box and surely all my dialogs became to the top ;D

So, how to change the text position only for some specific text as mine?
#6
Christopho, yes, it works! I'm noob. Thank you so much :D
#7
Hello. I have a problem with voice in my quest. In this code speech comes together with dialog:

function board_1:on_interaction()
game:start_dialog("board.hello")
sol.audio.play_sound("ok")
end


But I need to start "ok" speech only after "board.hello" dialog will end. What I must to do with this code?