ID:150513
Sep 8 2001, 3:08 pm
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The title pretty much sums up my question.
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In response to Dan
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Dan wrote:
Currently, there is no way to assign an icon to a verb. However, you can achieve a similar effect by creating "command" objects for each action and displaying these in a stat panel. Hey Dan! I haven't heard from you in a while! That is remarkable! I didn't know you could do that! Wowee, gee willickers! Thanks! |
In response to Vortezz
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I have seen it done in a few games it is setup like this
[Commands Tab] [icon of a sword] Sword Attack. i wanna know how to do that. |
In response to SonVegitto
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SonVegitto wrote:
I have seen it done in a few games it is setup like this The example I posted does exactly that. You just have to substitute "say" with "sword". |
In response to Dan
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Hmm... I just tried that, and they're not appearing! Ack, how odd.. I wouldn't know the reason for it, because I've never used objs in lists, and whatnot, very much.. Here's what I've tried.
mob/var When running that, I get nothing in my commands panel. I could just do a New() workaround, but then it'd be in my inventory panel, no? |
In response to Vortezz
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I had the same sort of problem with stat panels until I finally figured it out. Try this code instead:
statpanel("Commands") stat(commands) I found out by hard example that for some reason, stat("Inventory",src.contents) doesn't work, but inventory works if you add the list on its own. Lummox JR |
In response to Dan
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Dan wrote:
Currently, there is no way to assign an icon to a verb. However, you can achieve a similar effect by creating "command" objects for each action and displaying these in a stat panel. > mob/var > commands[] = newlist(/obj/command/say,/obj/command/grin) > mob/Stat() > statpanel("Commands",commands) > > obj/command > say > icon = 'say.dmi' > Click() > //prompt for further input > grin > icon = 'grin.dmi' > Click() > view() << "[usr] grins." > o.o ! Thats a nice idea :) thanks Dan! |
Currently, there is no way to assign an icon to a verb. However, you can achieve a similar effect by creating "command" objects for each action and displaying these in a stat panel.
Example: