- May 20, 2017
- 906
- 762
Hello!
I would like to ask a bit help, I checked multiple sites and guides/descriptions, but clearly missed something as things don't really works, and really hope you guys can advise something. Please.
So I tried to make a mod for the
So in the game almost every label (scene) has his own imagemap which contains the icons, the background, the time and day, etc. But some of the scenes contains more or less icons, etc, so I felt it like a big mess. In the mod I overwrite all these labels, and make 1 screen which will contains the background, the icons, etc. and this screen will be called every time.
While it's working, when you save and then reload or quit the game then start again and load, the navigation buttons don't work, but if you roll back once, then go forward, then the button will work again.
I'll add some of the saves which I work with, and the mod too.
There is some code:
The code for the unified screen:
The code for the label which will be loaded at save 6-1 and 6-5
Now what I could figure out is that, every time the game loads (example in save 6-5), the loading starts with the call screen mainIcons(...) action (which is in every label), but in this case the $ hs.append lines are missed, so the mainIcons screen will get an empty hs variable, so it's not a surprise the buttons won't work.
But in save 6-1 for some reason, the loading starts from the beginning of the label Poder_modded, so in that case the hs won't be empty and the buttons will work.
But I absolutely can't figure out what can cause this. Why the other times the loading starts at the call screen action? Can you help me with some suggestion what can I do to fix this? Please if you can help me with anything, I would apprechiate it.
Thank you very much in advance.
Cheers.
I would like to ask a bit help, I checked multiple sites and guides/descriptions, but clearly missed something as things don't really works, and really hope you guys can advise something. Please.
So I tried to make a mod for the
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game. It works... acceptable, it has some issues still, which I'll fix, but there is one, I don't know how and why it's happening and how to fix this. So in the game almost every label (scene) has his own imagemap which contains the icons, the background, the time and day, etc. But some of the scenes contains more or less icons, etc, so I felt it like a big mess. In the mod I overwrite all these labels, and make 1 screen which will contains the background, the icons, etc. and this screen will be called every time.
While it's working, when you save and then reload or quit the game then start again and load, the navigation buttons don't work, but if you roll back once, then go forward, then the button will work again.
I'll add some of the saves which I work with, and the mod too.
There is some code:
The code for the unified screen:
Code:
screen mainIcons(gameTime, groundImg, hoverImg, hs, place):
imagemap:
ground groundImg
hover hoverImg
for item in hs:
hotspot (item[0], item[1], item[2], item[3]) clicked Return(item[4]) hovered [ Play ("test_one", "sfx/click.mp3")]
screen button
vbox xalign 0.002 yalign 0.003:
imagebutton:
idle "cheatMod/images/ql_ico.webp"
hover "cheatMod/images/ql_ico_hover.webp"
action ui.callsinnewcontext("charStat", place)
hovered Play("test_one", "sfx/click.mp3")
Code:
label Poder_modded:
$ hs.append([1717, 503, 135, 129, "CiudadEM"])
$ hs.append([490, 440, 174, 246, "Templo"])
$ hs.append([1634, 78, 182, 256, "Gremio"])
$ hs.append([861, 892, 124, 127, "CementerioM"])
call screen mainIcons(lahora, "Mapa poder.jpg", "Mapa poder_hover.jpg", hs, "city")
$ result =_return
$ hs[:] = []
if result == "Volver":
jump CuartoNoche
if result == "Templo":
if OliDesesperada ==2:
scene bg Mapa Poder with dissolve
pov "No debo perder mi tiempo."
hide bg Mapa Poder
jump Poder
jump Templo
if result == "Gremio":
jump GremioSD
if result == "CiudadEM":
jump Mundo
if result == "CementerioM":
jump CementerioM
But in save 6-1 for some reason, the loading starts from the beginning of the label Poder_modded, so in that case the hs won't be empty and the buttons will work.
But I absolutely can't figure out what can cause this. Why the other times the loading starts at the call screen action? Can you help me with some suggestion what can I do to fix this? Please if you can help me with anything, I would apprechiate it.
Thank you very much in advance.
Cheers.