Now G you know timers scramble my mainframe
rofl think i get that tho will have a go tomorrow. The onlly clocks i have had to study have been those on an entity and when i tried to add them to the main script they monkey'd up the system :/ anyways cheers guys will have a play.
P.s i managed to fill the space with meds! do'h silly me must have had a beer brain freeze
@ BAG yeah m8 have yours, thing is i get so sucked in with creating what I'm doing when i venture out of it i get abit lost especially with the scripting side man its soooo easy to lose like 8 hours :/
P.s just tried the code and it didnt display grr stamps his feet told you !!! lol
heres the inventory script : lol you'll love this
still working on the last bits so they just have prompts so i know what they do
- spawnable items shelter etc
--entity_number1 = 45 --shelter
--entity_number2 = 30 --workbench
--entity_number3 = 30 --stove
-- globals
--Level one
g_berriescollected=0 -- Add any new global items to this list
g_tuberscollected=0
g_mushroomscollected=0
g_woodcollected=0
g_flintcollected=0
g_featherscollected=0
g_fiberscollected=0
g_watercollected=0
g_berry_pie=0
g_berry_soup=0
g_fdagger=0
g_faxe=0
g_fhammer=0
g_ibow=0
g_arrow=0
g_meatcollected=0
g_hidecollected=0
g_meat_pie=0
g_meat_soup=0
g_camp_fire=0
g_shelter=0
g_workbench=0
g_cooker=0
g_ironscollected=0
g_copperscollected=0
g_leadcollected=0
g_exp=0
g_planks_made=0
g_logs_made=0
g_sulphurcollected=0
g_saltpetercollected=0
g_carboncollected=0
g_furnace=0
g_lathe=0
g_iingot=0 --iron ingots
g_lingot=0 --lead ingots
g_cingot=0 -- copper ingots
g_singot=0 -- steel ingot
g_pistol=0
g_rifle=0
g_rifle_ammo=0
g_pistol_ammo=0
g_bandages=0
g_medipack=0
g_antidote=0
g_booster=0
MouseActive=0
pressed=0
MouseDown=0
-- Buttons Array
Buttons={}
-- How many Buttons do we have in the script
MaxButtons=59
function survival_inventory_init(e)
-- Option Buttons as Button 1 - whatever
bOption1= LoadImage( "scriptbank\\ss1\\b_option1.png" ) -- if you make a new image they get added here
bOption2= LoadImage( "scriptbank\\ss1\\b_option2.png" )
bOption3= LoadImage( "scriptbank\\ss1\\b_option3.png" )
bOption5= LoadImage( "scriptbank\\ss1\\b_option5.png" ) --Lathe
bOption6= LoadImage( "scriptbank\\ss1\\b_option6.png" ) --funace
bOption7= LoadImage( "scriptbank\\ss1\\b_option7.png" ) --survival exp
bOption8= LoadImage( "scriptbank\\ss1\\b_option8.png" ) -- tools
bOption9= LoadImage( "scriptbank\\ss1\\b_option9.png" ) -- weapons
bOption10= LoadImage( "scriptbank\\ss1\\b_option10.png" ) --shelter
bOption11= LoadImage( "scriptbank\\ss1\\b_option11.png" ) --food
bOption12= LoadImage( "scriptbank\\ss1\\b_option12.png" ) --plant
bOption13= LoadImage( "scriptbank\\ss1\\b_option13.png" ) --water
bOption14= LoadImage( "scriptbank\\ss1\\b_option14.png" ) --rock
bOption15= LoadImage( "scriptbank\\ss1\\b_option15.png" ) --wood
bOption16= LoadImage( "scriptbank\\ss1\\b_option16.png" ) --meat
bOption17= LoadImage( "scriptbank\\ss1\\b_option17.png" ) --hide
bOption18= LoadImage( "scriptbank\\ss1\\b_option18.png" ) -- hammer
bOption19= LoadImage( "scriptbank\\ss1\\b_option19.png" ) -- axe
bOption20= LoadImage( "scriptbank\\ss1\\b_option20.png" ) --dagger
bOption21= LoadImage( "scriptbank\\ss1\\b_option21.png" ) --bow
bOption22= LoadImage( "scriptbank\\ss1\\b_option22.png" ) --ammo
bOption23= LoadImage( "scriptbank\\ss1\\b_option23.png" ) --berry pie
bOption24= LoadImage( "scriptbank\\ss1\\b_option24.png" ) -- berry soup
bOption25= LoadImage( "scriptbank\\ss1\\b_option25.png" ) -- meat pie
bOption26= LoadImage( "scriptbank\\ss1\\b_option26.png" ) -- meat soup
bOption27= LoadImage( "scriptbank\\ss1\\b_option27.png" ) -- shelter
bOption28= LoadImage( "scriptbank\\ss1\\b_option28.png" ) -- stove
bOption29= LoadImage( "scriptbank\\ss1\\b_option29.png" ) -- workbench
bOption30= LoadImage( "scriptbank\\ss1\\tubers.png" ) -- tubers -- started to change these to names rather than button numbers
bOption31= LoadImage( "scriptbank\\ss1\\berries.png" )-- berries
bOption32= LoadImage( "scriptbank\\ss1\\iron.png" )-- iron
bOption33= LoadImage( "scriptbank\\ss1\\copper.png" )-- copper
bOption34= LoadImage( "scriptbank\\ss1\\lead.png" )-- lead
bOption35= LoadImage( "scriptbank\\ss1\\planks.png" )-- Planks
bOption36= LoadImage( "scriptbank\\ss1\\logs.png" )-- logs
bOption37= LoadImage( "scriptbank\\ss1\\chems.png" )-- chems1
bOption38= LoadImage( "scriptbank\\ss1\\chems2.png" )-- chems2
bOption39= LoadImage( "scriptbank\\ss1\\chems3.png" )-- chems2
bOption40= LoadImage( "scriptbank\\ss1\\isteel.png" )-- steel ingot
bOption41= LoadImage( "scriptbank\\ss1\\pistol.png" )-- Pistols
bOption42= LoadImage( "scriptbank\\ss1\\rifle.png" )-- Rifles
bOption43= LoadImage( "scriptbank\\ss1\\ammo.png" )-- ammo
bOption44= LoadImage( "scriptbank\\ss1\\ammo.png" )-- ammo
bOption45= LoadImage( "scriptbank\\ss1\\usepistol.png" )-- use pistol
bOption46= LoadImage( "scriptbank\\ss1\\usepistolammo.png" )-- use pistol ammo
bOption47= LoadImage( "scriptbank\\ss1\\userifle.png" )-- use rifle
bOption48= LoadImage( "scriptbank\\ss1\\userifleammo.png" )-- use rifle ammo
bOption49= LoadImage( "scriptbank\\ss1\\title.png" ) --title
bOption50= LoadImage( "scriptbank\\ss1\\mushroom.png" ) --mushrooms
bOption51= LoadImage( "scriptbank\\ss1\\dressing.png" ) --dressing
bOption52= LoadImage( "scriptbank\\ss1\\medikit.png" ) --Medikit
bOption53= LoadImage( "scriptbank\\ss1\\pill1.png" ) --pill1
bOption54= LoadImage( "scriptbank\\ss1\\pill2.png" ) --pill1
bOption55= LoadImage( "scriptbank\\ss1\\usebandage.png" ) --use bandage
bOption56= LoadImage( "scriptbank\\ss1\\usemedipack.png" ) --use medipack
bOption57= LoadImage( "scriptbank\\ss1\\useantidote.png" ) --use antidote
bOption58= LoadImage( "scriptbank\\ss1\\usebooster.png" ) --use antidote
bOption59= LoadImage( "scriptbank\\ss1\\recipies.png" ) --use antidote
-- OK Button as Button nr 4 leave this as is
bOkImg= LoadImage( "scriptbank\\ss1\\b_ok.png" )
-- MouseCursor
CursorImg = LoadImage ( "scriptbank\\ss1\\cursor.png" )
end
function survival_inventory_main(e)
ActivateMouse()
if GetInKey()=="i" then
MouseActive = 1- MouseActive
pressed = 1
if MouseActive == 0 then
MouseDeactivated()
else
MouseActivated()
end
end
if g_MouseClick == 0 then
pressed = 0
MouseDown=0
end
if MouseActive == 1 and pressed == 0 then
SetSpritePosition ( Cursor , g_MouseX ,g_MouseY )
if g_MouseClick ==1 and MouseDown==0 then
MouseDown=1
MouseClicked()
end
Panel(0,0,100,88)--background
Panel(37,1,61,10)--Top
Panel(1,13,49.5,68)-- left
Panel(49.5,13,99,68)-- right
Panel(55,69,99,86)-- right bottom
Panel(1,69,45,86)-- left bottom
Panel(78,1,98,10)-- survival exp
Panel(1,1,21,10)-- survival exp
--menu text plants
TextColor(8,20,1,"Fibers "..math.floor(g_fiberscollected),10,255,10)
TextColor(20,20,1,"Tubers "..math.floor(g_tuberscollected),10,255,10)
TextColor(32,20,1,"Berries "..math.floor(g_berriescollected),10,255,10)
TextColor(42,20,1,"Shrooms "..math.floor(g_mushroomscollected),10,255,10)
--menu text water
TextColor(8,28,1,"Water "..math.floor(g_watercollected),10,255,10)
-- menu text minerals
TextColor(20,36,1,"Iron "..math.floor(g_ironscollected),10,255,10)
TextColor(8,36,1,"Flint "..math.floor(g_flintcollected),10,255,10)
TextColor(32,36,1,"Copper "..math.floor(g_copperscollected),10,255,10)
TextColor(43,36,1,"Lead "..math.floor(g_leadcollected),10,255,10)
-- menu text Chems
TextColor(8,52,1,"Sulphur "..math.floor(g_sulphurcollected),10,255,10)
TextColor(20,52,1,"Saltpeter "..math.floor(g_saltpetercollected),10,255,10)
TextColor(32,52,1,"Carbon "..math.floor(g_carboncollected),10,255,10)
-- menu text wood
TextColor(8,44,1,"Wood "..math.floor(g_woodcollected),10,255,10)
TextColor(20,44,1,"Planks "..math.floor(g_planks_made),10,255,10)
TextColor(32,44,1,"Logs "..math.floor(g_logs_made),10,255,10)
-- menu text meat
TextColor(20,28,1,"Meat "..math.floor(g_meatcollected),10,255,10)
-- menu text Skins
TextColor(32,28,1,"Hides "..math.floor(g_hidecollected),10,255,10)
-- menu text tools
TextColor(57,20,1,"Hammers Crafted "..math.floor(g_fhammer),10,255,10)
TextColor(81,20,1,"Axe's Crafted "..math.floor(g_faxe),10,255,10)
--menu text weapons and ammo
TextColor(57,30,1,"Daggers Crafted "..math.floor(g_fdagger),10,255,10)
TextColor(81,30,1,"Bows Crafted "..math.floor(g_ibow),10,255,10)
TextColor(81,34,1,"Arrows Crafted "..math.floor(g_arrow),10,255,10)
--menu text housing
TextColor(57,45,1,"Shelters Crafted "..math.floor(g_shelter),10,255,10)
TextColor(81,43,1,"Stove Crafted "..math.floor(g_cooker),10,255,10)
TextColor(81,47,1,"Workbench Crafted "..math.floor(g_workbench),10,255,10)
TextColor(57,51,1,"Furnace Crafted "..math.floor(g_furnace),10,255,10)
TextColor(57,39,1,"Lathe Crafted "..math.floor(g_lathe),10,255,10)
-- menu text food
TextColor(57,57,1,"Berry pies crafted "..math.floor(g_berry_pie),10,255,10)
TextColor(81,57,1,"Berry soup crafted "..math.floor(g_berry_soup),10,255,10)
TextColor(57,61,1,"Meat Pies crafted "..math.floor(g_meat_pie),10,255,10)
TextColor(81,61,1,"Meat soup crafted "..math.floor(g_meat_soup),10,255,10)
-- menu text ingots
TextColor(8,61,1,"Iron(i) "..math.floor(g_iingot),10,255,10)
TextColor(19,61,1,"Lead(i) "..math.floor(g_lingot),10,255,10)
TextColor(32,61,1,"Copper(i) "..math.floor(g_cingot),10,255,10)
TextColor(43,61,1,"Steel(i) "..math.floor(g_singot),10,255,10)
-- Advanced Weapons
TextColor(64,75,1,"Pistols "..math.floor(g_pistol),10,255,10)
TextColor(64,83,1,"Rifles "..math.floor(g_rifle),10,255,10)
TextColor(82,75,1,"Pistol Ammo "..math.floor(g_pistol_ammo),10,255,10)
TextColor(82,83,1,"Rifle Ammo "..math.floor(g_rifle_ammo),10,255,10)
--menu text experience
TextColor(95,5,1,""..math.floor(g_exp),10,255,10)
-- Meds
TextColor(10,75,1,"Bandages "..math.floor(g_bandages),10,255,10)
TextColor(10,83,1,"Medipacks "..math.floor(g_medipack),10,255,10)
TextColor(30,75,1,"Antidote "..math.floor(g_antidote),10,255,10)
TextColor(30,83,1,"Boosters "..math.floor(g_booster),10,255,10)
else
DeactivateMouse()
end
end
function ShowMouseCoords()
-- for if you need to know them
Prompt ("X :"..g_MouseX.." Y:"..g_MouseY)
end
function MouseActivated()
-- init dialog
-- icons
-- Menu Buttons -- if you add a new image as above you need to edit the last button line to match just copy and paste and change
-- Setup the Buttons in an Array
Buttons[1] = {} -- create a new Button
Buttons[1][1] = 3 --x top left
Buttons[1][2] = 59 --y top left
Buttons[1][3] = 10 --width
Buttons[1][4] = 6 --height
Buttons[1][5] = CreateSprite (bOption1) -- Image to use
Buttons[2] = {} -- create a new Button
Buttons[2][1] = 15 --x top left
Buttons[2][2] = 59 --y top left
Buttons[2][3] = 20 --width
Buttons[2][4] = 6 --height
Buttons[2][5] = CreateSprite (bOption2)
Buttons[3] = {} -- create a new Button
Buttons[3][1] = 27 --x top left
Buttons[3][2] = 59 --y top left
Buttons[3][3] = 20 --width
Buttons[3][4] = 6 --height
Buttons[3][5] = CreateSprite (bOption3)
Buttons[4] = {} -- create a new Button (exit)
Buttons[4][1] = 47 --x top left
Buttons[4][2] = 69 --y top left
Buttons[4][3] = 20 --width
Buttons[4][4] = 6 --height
Buttons[4][5] = CreateSprite (bOkImg)
Buttons[5] = {} -- create a new Button
Buttons[5][1] = 72 --x top left
Buttons[5][2] = 38 --y top left
Buttons[5][3] = 20 --width
Buttons[5][4] = 6 --height
Buttons[5][5] = CreateSprite (bOption5)
Buttons[6] = {} -- create a new Button
Buttons[6][1] = 72 --x top left
Buttons[6][2] = 50 --y top left
Buttons[6][3] = 30 --width
Buttons[6][4] = 6 --height
Buttons[6][5] = CreateSprite (bOption6)
Buttons[7] = {} -- create a new Button
Buttons[7][1] = 80 --x top left
Buttons[7][2] = 3 --y top left
Buttons[7][3] = 30 --width
Buttons[7][4] = 6 --height
Buttons[7][5] = CreateSprite (bOption7)
-- Menu icons
Buttons[8] = {} -- create a new Button
Buttons[8][1] = 52 --x top left
Buttons[8][2] = 18 --y top left
Buttons[8][3] = 40 --width
Buttons[8][4] = 6 --height
Buttons[8][5] = CreateSprite (bOption8)
Buttons[9] = {} -- create a new Button
Buttons[9][1] = 52 --x top left
Buttons[9][2] = 30 --y top left
Buttons[9][3] = 20 --width
Buttons[9][4] = 6 --height
Buttons[9][5] = CreateSprite (bOption9)
Buttons[10] = {} -- create a new Button
Buttons[10][1] = 52 --x top left
Buttons[10][2] = 43 --y top left
Buttons[10][3] = 20 --width
Buttons[10][4] = 6 --height
Buttons[10][5] = CreateSprite (bOption10)
Buttons[11] = {} -- create a new Button
Buttons[11][1] = 52 --x top left
Buttons[11][2] = 57 --y top left
Buttons[11][3] = 20 --width
Buttons[11][4] = 6 --height
Buttons[11][5] = CreateSprite (bOption11)
Buttons[12] = {} -- create a new Button
Buttons[12][1] = 3 --x top left
Buttons[12][2] = 18 --y top left
Buttons[12][3] = 20 --width
Buttons[12][4] = 6 --height
Buttons[12][5] = CreateSprite (bOption12)
Buttons[13] = {} -- create a new Button
Buttons[13][1] = 3 --x top left
Buttons[13][2] = 26 --y top left
Buttons[13][3] = 20 --width
Buttons[13][4] = 6 --height
Buttons[13][5] = CreateSprite (bOption13)
Buttons[14] = {} -- create a new Button
Buttons[14][1] = 3 --x top left
Buttons[14][2] = 34 --y top left
Buttons[14][3] = 20 --width
Buttons[14][4] = 6 --height
Buttons[14][5] = CreateSprite (bOption14)
Buttons[15] = {} -- create a new Button
Buttons[15][1] = 3 --x top left
Buttons[15][2] = 42 --y top left
Buttons[15][3] = 20 --width
Buttons[15][4] = 6 --height
Buttons[15][5] = CreateSprite (bOption15)
Buttons[16] = {} -- create a new Button
Buttons[16][1] = 15 --x top left
Buttons[16][2] = 26 --y top left
Buttons[16][3] = 20 --width
Buttons[16][4] = 6 --height
Buttons[16][5] = CreateSprite (bOption16)
Buttons[17] = {} -- create a new Button
Buttons[17][1] = 27 --x top left
Buttons[17][2] = 26 --y top left
Buttons[17][3] = 20 --width
Buttons[17][4] = 6 --height
Buttons[17][5] = CreateSprite (bOption17)
-- Menu icons end
-- Use Buttons
Buttons[18] = {} -- create a new Button
Buttons[18][1] = 72 --x top left
Buttons[18][2] = 19 --y top left
Buttons[18][3] = 20 --width
Buttons[18][4] = 6 --height
Buttons[18][5] = CreateSprite (bOption18)
Buttons[19] = {} -- create a new Button
Buttons[19][1] = 95 --x top left
Buttons[19][2] = 19 --y top left
Buttons[19][3] = 20 --width
Buttons[19][4] = 6 --height
Buttons[19][5] = CreateSprite (bOption19)
Buttons[20] = {} -- create a new Button
Buttons[20][1] = 72 --x top left
Buttons[20][2] = 29 --y top left
Buttons[20][3] = 20 --width
Buttons[20][4] = 6 --height
Buttons[20][5] = CreateSprite (bOption20)
Buttons[21] = {} -- create a new Button
Buttons[21][1] = 95 --x top left
Buttons[21][2] = 29 --y top left
Buttons[21][3] = 20 --width
Buttons[21][4] = 6 --height
Buttons[21][5] = CreateSprite (bOption21)
Buttons[22] = {} -- create a new Button
Buttons[22][1] = 95 --x top left
Buttons[22][2] = 33 --y top left
Buttons[22][3] = 20 --width
Buttons[22][4] = 6 --height
Buttons[22][5] = CreateSprite (bOption22)
Buttons[23] = {} -- create a new Button
Buttons[23][1] = 72 --x top left
Buttons[23][2] = 56 --y top left
Buttons[23][3] = 20 --width
Buttons[23][4] = 6 --height
Buttons[23][5] = CreateSprite (bOption23)
Buttons[24] = {} -- create a new Button
Buttons[24][1] = 95 --x top left
Buttons[24][2] = 56 --y top left
Buttons[24][3] = 20 --width
Buttons[24][4] = 6 --height
Buttons[24][5] = CreateSprite (bOption24)
Buttons[25] = {} -- create a new Button
Buttons[25][1] = 72 --x top left
Buttons[25][2] = 60 --y top left
Buttons[25][3] = 20 --width
Buttons[25][4] = 6 --height
Buttons[25][5] = CreateSprite (bOption25)
Buttons[26] = {} -- create a new Button
Buttons[26][1] = 95 --x top left
Buttons[26][2] = 60 --y top left
Buttons[26][3] = 20 --width
Buttons[26][4] = 6 --height
Buttons[26][5] = CreateSprite (bOption26)
Buttons[27] = {} -- create a new Button
Buttons[27][1] = 72 --x top left
Buttons[27][2] = 44 --y top left
Buttons[27][3] = 20 --width
Buttons[27][4] = 6--height
Buttons[27][5] = CreateSprite (bOption27)
Buttons[28] = {} -- create a new Button
Buttons[28][1] = 95 --x top left
Buttons[28][2] = 42 --y top left
Buttons[28][3] = 20 --width
Buttons[28][4] = 6 --height
Buttons[28][5] = CreateSprite (bOption28)
Buttons[29] = {} -- create a new Button
Buttons[29][1] = 95 --x top left
Buttons[29][2] = 46 --y top left
Buttons[29][3] = 20 --width
Buttons[29][4] = 6 --height
Buttons[29][5] = CreateSprite (bOption29)
Buttons[30] = {} -- create a new Button -- newly added icons
Buttons[30][1] = 15 --x top left
Buttons[30][2] = 18 --y top left
Buttons[30][3] = 20 --width
Buttons[30][4] = 6 --height
Buttons[30][5] = CreateSprite (bOption30)
Buttons[31] = {} -- create a new Button
Buttons[31][1] = 27 --x top left
Buttons[31][2] = 18 --y top left
Buttons[31][3] = 20 --width
Buttons[31][4] = 6 --height
Buttons[31][5] = CreateSprite (bOption31)
Buttons[32] = {} -- create a new Button
Buttons[32][1] = 15 --x top left
Buttons[32][2] = 34 --y top left
Buttons[32][3] = 20 --width
Buttons[32][4] = 6 --height
Buttons[32][5] = CreateSprite (bOption32)
Buttons[33] = {} -- create a new Button
Buttons[33][1] = 27 --x top left
Buttons[33][2] = 34 --y top left
Buttons[33][3] = 20 --width
Buttons[33][4] = 6 --height
Buttons[33][5] = CreateSprite (bOption33)
Buttons[34] = {} -- create a new Button
Buttons[34][1] = 39 --x top left
Buttons[34][2] = 34 --y top left
Buttons[34][3] = 20 --width
Buttons[34][4] = 6 --height
Buttons[34][5] = CreateSprite (bOption34)
Buttons[35] = {} -- create a new Button
Buttons[35][1] = 15 --x top left
Buttons[35][2] = 42 --y top left
Buttons[35][3] = 20 --width
Buttons[35][4] = 6 --height
Buttons[35][5] = CreateSprite (bOption35)
Buttons[36] = {} -- create a new Button
Buttons[36][1] = 27 --x top left
Buttons[36][2] = 42 --y top left
Buttons[36][3] = 20 --width
Buttons[36][4] = 6 --height
Buttons[36][5] = CreateSprite (bOption36)
Buttons[37] = {} -- create a new Button
Buttons[37][1] = 3 --x top left
Buttons[37][2] = 50 --y top left
Buttons[37][3] = 20 --width
Buttons[37][4] = 6 --height
Buttons[37][5] = CreateSprite (bOption37)
Buttons[38] = {} -- create a new Button
Buttons[38][1] = 15 --x top left
Buttons[38][2] = 50 --y top left
Buttons[38][3] = 20 --width
Buttons[38][4] = 6 --height
Buttons[38][5] = CreateSprite (bOption38)
Buttons[39] = {} -- create a new Button
Buttons[39][1] = 27 --x top left
Buttons[39][2] = 50 --y top left
Buttons[39][3] = 20 --width
Buttons[39][4] = 6 --height
Buttons[39][5] = CreateSprite (bOption39)
Buttons[40] = {} -- create a new Button
Buttons[40][1] = 39 --x top left
Buttons[40][2] = 59 --y top left
Buttons[40][3] = 20 --width
Buttons[40][4] = 6 --height
Buttons[40][5] = CreateSprite (bOption40)
Buttons[41] = {} -- create a new Button-pistol
Buttons[41][1] = 57 --x top left
Buttons[41][2] = 73 --y top left
Buttons[41][3] = 20 --width
Buttons[41][4] = 6 --height
Buttons[41][5] = CreateSprite (bOption41)
Buttons[42] = {} -- create a new Button -rifle
Buttons[42][1] = 57 --x top left
Buttons[42][2] = 80 --y top left
Buttons[42][3] = 20 --width
Buttons[42][4] = 6 --height
Buttons[42][5] = CreateSprite (bOption42)
Buttons[43] = {} -- create a new Button pistol ammo
Buttons[43][1] = 77 --x top left
Buttons[43][2] = 73 --y top left
Buttons[43][3] = 20 --width
Buttons[43][4] = 6 --height
Buttons[43][5] = CreateSprite (bOption43)
Buttons[44] = {} -- create a new Button rifle ammo
Buttons[44][1] = 77 --x top left
Buttons[44][2] = 80 --y top left
Buttons[44][3] = 20 --width
Buttons[44][4] = 6 --height
Buttons[44][5] = CreateSprite (bOption44)
Buttons[45] = {} -- create a new Button use pistol
Buttons[45][1] = 70 --x top left
Buttons[45][2] = 74 --y top left
Buttons[45][3] = 20 --width
Buttons[45][4] = 6 --height
Buttons[45][5] = CreateSprite (bOption45)
Buttons[46] = {} -- create a new Button use pistol ammo
Buttons[46][1] = 91 --x top left
Buttons[46][2] = 74 --y top left
Buttons[46][3] = 20 --width
Buttons[46][4] = 6 --height
Buttons[46][5] = CreateSprite (bOption46)
Buttons[47] = {} -- create a new Button use rifle
Buttons[47][1] = 70 --x top left
Buttons[47][2] = 82 --y top left
Buttons[47][3] = 20 --width
Buttons[47][4] = 6 --height
Buttons[47][5] = CreateSprite (bOption47)
Buttons[48] = {} -- create a new Button use rifle
Buttons[48][1] = 91 --x top left
Buttons[48][2] = 82 --y top left
Buttons[48][3] = 20 --width
Buttons[48][4] = 6 --height
Buttons[48][5] = CreateSprite (bOption48)
Buttons[49] = {} -- create a new Button use rifle
Buttons[49][1] = 38--x top left
Buttons[49][2] = 0 --y top left
Buttons[49][3] = 20 --width
Buttons[49][4] = 6 --height
Buttons[49][5] = CreateSprite (bOption49) ---title
Buttons[50] = {} -- create a new Button use rifle
Buttons[50][1] = 39--x top left
Buttons[50][2] = 18 --y top left
Buttons[50][3] = 20 --width
Buttons[50][4] = 6 --height
Buttons[50][5] = CreateSprite (bOption50) ---mushrooms
Buttons[51] = {}
Buttons[51][1] = 5 --x top left
Buttons[51][2] = 73 --y top left
Buttons[51][3] = 20 --width
Buttons[51][4] = 6 --height
Buttons[51][5] = CreateSprite (bOption51) ---dressing
Buttons[52] = {}
Buttons[52][1] = 5 --x top left
Buttons[52][2] = 80 --y top left
Buttons[52][3] = 20 --width
Buttons[52][4] = 6 --height
Buttons[52][5] = CreateSprite (bOption52) ---medikit
Buttons[53] = {}
Buttons[53][1] = 25 --x top left
Buttons[53][2] = 73 --y top left
Buttons[53][3] = 20 --width
Buttons[53][4] = 6 --height
Buttons[53][5] = CreateSprite (bOption53) --pill1
Buttons[54] = {}
Buttons[54][1] = 25 --x top left
Buttons[54][2] = 80 --y top left
Buttons[54][3] = 20 --width
Buttons[54][4] = 6 --height
Buttons[54][5] = CreateSprite (bOption54) --pill2
Buttons[55] = {}
Buttons[55][1] = 20 --x top left
Buttons[55][2] = 74 --y top left
Buttons[55][3] = 20 --width
Buttons[55][4] = 6 --height
Buttons[55][5] = CreateSprite (bOption55) ---use dressing
Buttons[56] = {}
Buttons[56][1] = 20 --x top left
Buttons[56][2] = 82 --y top left
Buttons[56][3] = 20 --width
Buttons[56][4] = 6 --height
Buttons[56][5] = CreateSprite (bOption56) --- use medikit
Buttons[57] = {}
Buttons[57][1] = 38 --x top left
Buttons[57][2] = 74 --y top left
Buttons[57][3] = 20 --width
Buttons[57][4] = 6 --height
Buttons[57][5] = CreateSprite (bOption57) --pill1 use antidote
Buttons[58] = {}
Buttons[58][1] = 38 --x top left
Buttons[58][2] = 82 --y top left
Buttons[58][3] = 20 --width
Buttons[58][4] = 6 --height
Buttons[58][5] = CreateSprite (bOption58) --pill2 use booster
Buttons[59] = {}
Buttons[59][1] = 7 --x top left
Buttons[59][2] = 3.5 --y top left
Buttons[59][3] = 20 --width
Buttons[59][4] = 6 --height
Buttons[59][5] = CreateSprite (bOption59) --recipies
-- use buttons end
-- Set Up Sprite Positions
for i=1,MaxButtons do
SetSpritePosition ( Buttons[i][5], Buttons[i][1], Buttons[i][2] )
end
-- create MouseCursor
Cursor= CreateSprite ( CursorImg )
end
function MouseDeactivated()
DeactivateMouse()
MouseActive=0
-- Delete MouseCursor
DeleteSprite ( Cursor )
-- clean up dialog pictures
-- DeleteSprite ( Dialog )
for i=1,MaxButtons do
DeleteSprite( Buttons[i][5] )
end
end
function MouseClicked()
-- Handle Your mouse click events here
local bt_clicked=0
for i=1,MaxButtons do
if g_MouseX>Buttons[i][1] and g_MouseX<Buttons[i][1]+Buttons[i][3] and g_MouseY>Buttons[i][2] and g_MouseY<Buttons[i][2]+Buttons[i][4] then
bt_clicked=i
end
end
-- Handle your bt_clicked events here: bt_clicked is the number of the clicked button
if bt_clicked==1 then
-- Button 1 clicked
PromptDuration ("Menu 1",3000)
end
-- Button 2 clicked
if bt_clicked==2 then
PromptDuration ("Menu 2",3000)
end
-- Button 3 clicked
if bt_clicked==3 then
PromptDuration ("Menu 3",3000)
end
-- Button 4 clicked ->OK Button -> leave Dialog leave this one here
if bt_clicked==4 then
MouseDeactivated()
end
-- Button 4 clicked
if bt_clicked==5 then
PromptDuration ("Lathe",3000)
end
-- Button 6 clicked -- Furnace
if bt_clicked==6 then
PromptDuration ("Funace",3000)
end
-- Button 7 clicked
if bt_clicked==7 then
PromptDuration ("Menu 6",3000)
end
-- lines below are to tell GG what to actually do when the buttons are pressed e.g copy and paste a section and edit to suit
-- use buttons
-- Button 18 clicked =hammer
if bt_clicked==18 and g_woodcollected >=1 and g_fiberscollected >=1 and g_flintcollected >=1 then
AddPlayerWeapon(51) -- number of the Hammer entity goes here
g_woodcollected = g_woodcollected - 2 --take items from inventory
g_fiberscollected = g_fiberscollected - 2 --take items from inventory
g_flintcollected = g_flintcollected -2 --take items from inventory
g_fhammer = g_fhammer + 1 -- adds crafted item to inventory for exp
g_exp = g_exp + 10 --adds exp N.B you can change this to what you want depending on the complexity of each item
PromptDuration ("You Crafted a Hammer",3000)
end
-- Button 19 clicked =axe
if bt_clicked==19 and g_woodcollected >=1 and g_fiberscollected >=1 and g_flintcollected >=1 then
AddPlayerWeapon(48) -- number of the Axe entity goes here
g_woodcollected = g_woodcollected - 2 --take items from inventory
g_fiberscollected = g_fiberscollected - 2 --take items from inventory
g_flintcollected = g_flintcollected -2 --take items from inventory
g_faxe = g_faxe + 1-- adds crafted item to inventory for exp
g_exp = g_exp + 10 --adds exp
PromptDuration ("You Crafted an Axe",3000)
end
-- Button 20 clicked =Dagger
if bt_clicked==20 and g_woodcollected >=1 and g_fiberscollected >=1 and g_flintcollected >=1 then
AddPlayerWeapon(47) -- number of the Dagger entity goes here
g_woodcollected = g_woodcollected - 2 --take items from inventory
g_fiberscollected = g_fiberscollected - 2 --take items from inventory
g_flintcollected = g_flintcollected -2 --take items from inventory
g_fdagger = g_fdagger + 1-- adds crafted item to inventory for exp
g_exp = g_exp + 10 --adds exp
PromptDuration ("You Crafted a Dagger",3000)
end
-- Button 21 clicked =Bow
if bt_clicked==21 and g_woodcollected >=1 and g_fiberscollected >=1 and g_flintcollected >=1 then
AddPlayerWeapon(49) -- number of the Bow entity goes here
g_woodcollected = g_woodcollected - 2 --take items from inventory
g_fiberscollected = g_fiberscollected - 2 --take items from inventory
g_flintcollected = g_flintcollected -2 --take items from inventory
g_ibow = g_ibow + 1-- adds crafted item to inventory for exp
g_exp = g_exp + 10 --adds exp
PromptDuration ("You Crafted a Bow",3000)
end
-- Button 22 clicked =arrows
if bt_clicked==22 and g_woodcollected >=1 and g_fiberscollected >=1 and g_flintcollected >=1 then
AddPlayerAmmo(50) -- number of the Arrows entity goes here
g_woodcollected = g_woodcollected - 2 --take items from inventory
g_fiberscollected = g_fiberscollected - 2 --take items from inventory
g_flintcollected = g_flintcollected -2 --take items from inventory
g_arrow = g_arrow + 1-- adds crafted item to inventory for exp
g_exp = g_exp + 10 --adds exp
PromptDuration ("You Crafted 10 Arrows",3000)
end
-- Button 23 clicked =berry pie
if bt_clicked==23 and g_berriescollected >=1 and g_watercollected >=1 and g_tuberscollected >=1 then
g_berriescollected = g_berriescollected - 2 -- subtract berries from inventory
g_watercollected = g_watercollected -2 -- subtract water from inventory
g_berry_pie = g_berry_pie +1 -- add amount of pies made to the inventory
SetPlayerHealth(g_PlayerHealth+21)AddPlayerHealth (40)
g_exp = g_exp + 10 --adds exp
PromptDuration ("Eat Berry Pie",3000)
end
-- Button 24 clicked =berry soup
if bt_clicked==24 and g_berriescollected >=1 and g_watercollected >=1 then
g_berriescollected = g_berriescollected - 2 -- subtract berries from inventory
g_watercollected = g_watercollected -2 -- subtract water from inventory
g_berry_soup = g_berry_soup + 1
SetPlayerHealth(g_PlayerHealth+11)AddPlayerHealth (40)
g_exp = g_exp + 10 --adds exp
PromptDuration ("You eat some Berry Soup",3000)
end
-- Button 25 clicked =Meat Pie
if bt_clicked==25 and g_berriescollected >=1 and g_watercollected >=1 and g_tuberscollected >=1 and g_meatcollected >=1 then
g_berriescollected = g_berriescollected - 2 -- subtract berries from inventory
g_watercollected = g_watercollected -2 -- subtract water from inventory
g_meatcollected = g_meatcollected -2 -- subtract meat from inventory
SetPlayerHealth(g_PlayerHealth+41)AddPlayerHealth (40)
g_exp = g_exp + 10 --adds exp
PromptDuration ("You Eat Meat & Berry Pie",3000)
end
-- Button 26 clicked =Meat Soup
if bt_clicked==26 and g_watercollected >=1 and g_meatcollected >=1 then
g_watercollected = g_watercollected -2 -- subtract water from inventory
g_meatcollected = g_meatcollected -2 -- subtract meat from inventory
SetPlayerHealth(g_PlayerHealth+31)AddPlayerHealth (40)
g_exp = g_exp + 10 --adds exp
PromptDuration ("you eat Meat Soup",3000)
end
-- Button 27 clicked =shelter
if bt_clicked==27 and g_woodcollected >=1 and g_fiberscollected >=1 then
g_woodcollected = g_woodcollected - 2 --take items from inventory
g_fiberscollected = g_fiberscollected - 2 --take items from inventory
g_shelter = g_shelter + 1 --add shelter to inventory
g_exp = g_exp + 50 --adds exp
PromptDuration ("You have crafted a shelter",3000)
end
-- Button 28 clicked =stove
if bt_clicked==28 and g_woodcollected >=1 and g_flintcollected >=1 then
g_woodcollected = g_woodcollected - 2 --take items from inventory
g_flintcollected = g_flintcollected - 2 --take items from inventory
g_camp_fire = g_camp_fire + 1 -- add fire to inventory
g_exp = g_exp + 50 --adds exp
PromptDuration ("You have crafted a camp Fire ",3000)
end
-- Button 29 clicked =workbench
if bt_clicked==29 and g_woodcollected >=1 and g_flintcollected >=1 and g_ironscollected >=1 then
g_woodcollected = g_woodcollected - 2 --take items from inventory
g_flintcollected = g_flintcollected - 2 --take items from inventory
g_ironscollected = g_ironscollected - 4 --take items from inventory
g_workbench = g_workbench + 1
g_exp = g_exp + 100 --adds exp
PromptDuration ("You have crafted a Workbench",3000)
end
-- Button 45 clicked =pistol
if bt_clicked==45 then
PromptDuration ("Pistol Used",3000)
end
-- Button 46 clicked =pistol ammo
if bt_clicked==46 then
PromptDuration ("Pistol Ammo Used",3000)
end
-- Button 47 clicked =rifle
if bt_clicked==47 then
PromptDuration ("Rifle Used",3000)
end
-- Button 48 clicked =rifle ammo
if bt_clicked==48 then
PromptDuration ("Rifle Ammo Used",3000)
end
-- Button 55 clicked =Dressing
if bt_clicked==55 then
PromptDuration ("Dressing Used",3000)
end
-- Button 56 clicked =Medikit
if bt_clicked==56 then
PromptDuration ("Medikit Used",3000)
end
-- Button 57 clicked =Antidote
if bt_clicked==57 then
PromptDuration ("Antidote Used",3000)
end
-- Button 58 clicked =Booster
if bt_clicked==58 then
PromptDuration ("Booster Used",3000)
end
-- Button 59 clicked =Recipies
if bt_clicked==59 then
PromptDuration ("Recipies",3000)
end
end
Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
8gb Ram 8gb Ram
AMD Radeon 7570 1gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel
I only smile because i have absolutely no idea whats going on