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Almir Newbie
Joined: 08 Dec 2005 Posts: 5
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Posted: Thu Dec 08, 2005 6:22 pm
btnenable help |
So I've been trying to create a direction pad thing that will show the exits in a room using buttons, and am trying to make them enable and disable depending on if that direction is available. So far I have it working for all the compass points, just not up down and in, this is the script so far:
#TR {^You see exits leading (*).} {
#var validDirs %replace( %replace( %replace( "%1", ",", ""), "and ", ""), " ", "|")
%if( %ismember( "north", @validDirs), %btnenable( n, true), %btnenable( n, false))
%if( %ismember( "south", @validDirs), %btnenable( s, true), %btnenable( s, false))
%if( %ismember( "west", @validDirs), %btnenable( w, true), %btnenable( w, false))
%if( %ismember( "east", @validDirs), %btnenable( e, true), %btnenable( e, false))
%if( %ismember( "northwest", @validDirs), %btnenable( nw, true), %btnenable( nw, false))
%if( %ismember( "southeast", @validDirs), %btnenable( se, true), %btnenable( se, false))
%if( %ismember( "southwest", @validDirs), %btnenable( sw, true), %btnenable( sw, false))
%if( %ismember( "northeast", @validDirs), %btnenable( ne, true), %btnenable( ne, false))
}
This is working well so far, however the %btnenable function seems to be returning its state and sending it to the game. As a result, a mixture of eight 1s or 0s is sent to the game, causing the game to give me eight "I don't understand" message every time the script runs. Is there any way to stop the function doing this? Sorry if I'm doing something stupid here :P
Thanks a lot! |
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nexela Wizard
Joined: 15 Jan 2002 Posts: 1644 Location: USA
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Posted: Thu Dec 08, 2005 7:46 pm |
#CALL will eat the result and you should be using #IF's instead of %ifs
#IF (%ismember( "north", @validDirs)) {#CALL %btnenable( n, true)} {#CALL %btnenable( n, false)} |
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