ID:159219
 
Is there any way to make an object 'active' in the grid (not just outputting it, but actually putting it there), so MouseDrag/MouseDrop is available from the grid to the client.screen?

Please answer yes(+how to) / no (which I think is the answer)
xD this is one of the things im working on that has to do with the question i asked, i need to pull skills from a grid and place em on the quick slot on the hud
In response to IrunoHatake
IrunoHatake wrote:
xD this is one of the things im working on that has to do with the question i asked, i need to pull skills from a grid and place em on the quick slot on the hud

Okay yeah, that's pretty much exactly what I'm doing as well. >.> <.<
In response to Mysame
if u need the drag part thats all i have, the drop part still won't work...
In response to IrunoHatake
IrunoHatake wrote:
if u need the drag part thats all i have, the drop part still won't work...

Sure, hit me, and I'll test it out o.O;
In response to Mysame
<code>obj MouseDrag(src_object,over_object,src_location,over_location, src_control,over_control,params) if(!(src in usr.contents)) return else var/icon/I = new(src.icon,src.icon_state)//this is for the Blend affect var/icon/D = new('Mouse.dmi',"drags") D.Blend(I,ICON_OVERLAY) mouse_drag_pointer = D </CODE>

i put skills in usr.contents so u may need to change sumthing
Mysame wrote:
Please answer yes(+how to)

Yes, AFAIK. You just need to make sure 2 simple things:

1) The value you output() to the cell is the atom's object reference, not, say, is icon or something else.
2) The object doesn't get deleted/garbage-collected. If it no longer exists, while it will still be displayed until th next grid update, it can't be clicked/dragged (everything about this should be the same for all/general mouse control).