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Messages - GokuZ

#1
Back Again, I've been modifying the MI2 GUI and I've moved the Inventory Screen Location, but now I cant get the Scrolling Inventory to work the way I want it and its driving me *&%$£ nuts!
This is what it looks like and the code Im using in the Global Script
Code: ags
Ã,  Ã,  if ((button == 10) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed))
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item + game.items_per_line;
Ã,  Ã,  Ã,  
Ã,  Ã,  if ((button == 9) && (game.top_inv_item > 0))
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item - game.items_per_line;
Ã,  Ã,  }

If I stretch the Inventory size to fill the 8 slots , it seems to work but it doesnt cycle the inventory correctly

EDIT: Aghh Ive searched all over this forum and all I can find is bits of code that just create more errors in the Global Script.Ã,  I know that this code above has been made obsolete with the invMain.ScrollDown(); but theres no clear cut way how to implement it without errors!

EDIT:SOLVED I needed to change the #define FIRST_INV_SLOT_COORDSÃ,  Ã,  Ã,  Ã,  170,205 in the global script
#2
Works Perfectly !
Thankyouverymuch! x
#3
I am using the MI2v2.7.zip GUI and It works a treat!, I'm currently editing the overall look of the GUI and I cant figure out how to change the 'Action' text from the purple/pink to a green style
Any Ideas?
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