tango.zh
#196
Posted 09 October 2015 - 06:53 PM
You could also just have the shop script draw the combos itself, as long as Tango isn't drawing on the highest possible layer. Another option would be a custom or extended font that has those tiles as characters, but that would be harder to set up.
#197
Posted 09 October 2015 - 07:57 PM
A new style is probably the easiest option. If the only difference is the items, you could use a single style, but change the backdrop data to use blank tiles for non-shop messages.
You could also just have the shop script draw the combos itself, as long as Tango isn't drawing on the highest possible layer. Another option would be a custom or extended font that has those tiles as characters, but that would be harder to set up.
I think you're right...a new style would be easiest, but then again there are different types of shops. I might just learn to create a new font...well, because I planned on it anyway. LOL Thanks!
#198
Posted 10 October 2015 - 09:20 AM
So I got the hang of creating an extended font by looking at the relationship between the Oracle Proportional font and Oracle Extended font, both of which are used in tangoDemo.qst.
Now I've created a GUI Extended font with one additional (so far) character at the end; a bomb. Now my question is, how do I type that in my string?
EDIT: I'm guessing it would be displayed by using @256...right? And if I add anymore @257, @258 etc...?
EDIT 2: Yes, I'm correct! the extended font begins at @256. So now I can display shop items using tango!
Edited by xenomicx, 10 October 2015 - 10:10 AM.
#199
Posted 10 October 2015 - 10:16 AM
Okay, just asking, but how do I exit a menu with start? I'm kinda scripting my own subscreen here, and exiting with the B button feels awkward.
Also, a little unrelated, but do draw combo's animate when there is a screen freeze combo on the screen?
Edited by Dimentio, 10 October 2015 - 10:24 AM.
#200
Posted 10 October 2015 - 10:40 AM
// Return Link->Press* for menu cancel button
bool __Tango_PressMenuCancel()
{
return Link->PressB || Link->PressStart;
}
// Return Link->Input* for both menu select and cancel buttons
bool __Tango_InputMenu()
{
return Link->InputA || Link->InputB || Link->PressStart;
}Yes, drawn combos will still animate.
#201
Posted 12 October 2015 - 11:27 AM
Is it possible to run tango messages in an item pickup script? If so, can you help with this one...I'm running circles trying to figure out how to convert it. This is the Heart Piece Message script in the database by MoscowModder
#202
Posted 12 October 2015 - 11:56 AM
Screen->Message(m1);
with
ShowMessage(m1, TANGO_SLOT_NORMAL, STYLE_PLAIN, 32, 32);
and so forth.
#203
Posted 12 October 2015 - 01:47 PM
You've already got a ShowMessage() function, so all you should need to do is replace the Screen->Message() calls. So you might replace
Screen->Message(m1);
with
ShowMessage(m1, TANGO_SLOT_NORMAL, STYLE_PLAIN, 32, 32);
and so forth.
Gees...I knew that! That was the first thing I tried and when it didn't work, I've been rattling my brain trying different way. Then I realized I was misspelling the script wrong when I imported it. LOL
#204
Posted 22 November 2015 - 02:35 PM
int movement[]="@while(@greater(@y 130) @inc(@y -3))@delay(120)@while(@less(@y 32) @inc(@y 3))";
Destination :
Tango_SetSlotPosition(slot, 64, 32);
Edited by Gégé, 22 November 2015 - 02:37 PM.
#205
Posted 22 November 2015 - 03:37 PM
Using -24 and 32, it would be:
int movement[]="@while(@less(@y 32) @inc(@y 3))@delay(120)@while(@greater(@y -24) @inc(@y -3))";If you want it to stop exactly at 32, the total distance needs to be a multiple of the step, so you'd use -25 instead.
#206
Posted 22 November 2015 - 04:58 PM
Thank you, I understood the functioning. I succeeded
.
#207
Posted 24 November 2015 - 02:09 PM
Edited by Gégé, 24 November 2015 - 04:07 PM.
#208
Posted 24 November 2015 - 05:13 PM
If the pop-up slots are 1 and 2, that might look like:
int slot=Tango_GetFreeSlot(TANGO_SLOT_POPUP);
// Set up message here
if(slot==1)
Tango_SetSlotPosition(slot, 16, -24);
else if(slot==2)
Tango_SetSlotPosition(slot, 80, -24);
- Gégé likes this
#209
Posted 24 November 2015 - 06:05 PM
Edited by Gégé, 24 November 2015 - 06:06 PM.
#210
Posted 21 December 2015 - 02:43 PM
Hey, Saffith.
Do you know of a reason why a call to the ShowString function (the one that displays a zQuest string int[]) you wrote for the Demo Quest might result in the player's movement input being locked but no string appearing? I haven't delved deeply into your code to see specifically. I took your demo and made a few Styles based on the Navi style you did, the only differences being one Style makes a tiny little speech bubble and the other makes a full size one. The tiny one works fine, but the larger one just locks the player permanently without displaying anything.
Anywhere I should start looking on this?
EDIT: Also, for a Style like Navis, where a character talks but does not interrupt the action, how do I tell Tango how long to leave the message displayed once it triggers?
Edited by C-Dawg, 21 December 2015 - 02:46 PM.
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