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  #1  
Old 12-08-2012, 06:04 AM
brokk brokk is offline
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Item description

How do I make the Gui display the item description?

In the actual weapon I have this

Graal Script Code:
//#CLIENTSIDE
function onCreated() {
 
obj.description "This is a test.";
 } 
In the inventory I have this for the display text part

--This is done after item is clicked.
Graal Script Code:
      new GuiTextCtrl("Inventory_Item_Text") {
        
profile GuiBlueTextProfile;
        
text obj.description;
        
screenwidth/2-700+480;
        
screenheight/2-350+140;
        
layer 2;
      } 
I may be way off. But I'm still trying to learn
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  #2  
Old 12-08-2012, 10:44 AM
Gunderak Gunderak is offline
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Under onCreated put this.description = "whatever"; then in the inventory put findweapon("wepname").description;
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  #3  
Old 12-08-2012, 01:26 PM
cbk1994 cbk1994 is offline
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You need to set the text of Inventory_Item_Text to the weapon's description each time the player selects an item. In other words, when the player selects the item, do something like...

Graal Script Code:
Inventory_Item_Text.text weapon.description
where weapon is a weapon object (e.g. from findWeapon as above).

Additionally, the description needs to be a flag on the weapon object, so use this.description inside the weapon like Gunderak showed above.
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Old 12-22-2012, 02:48 PM
greggiles greggiles is offline
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Instead of starting a new thread, I thought I'd post in this one. I am also doing a weapon description in a similar way. But I had another idea but I need some help to complete it.

In the Weapon, I have this:

Graal Script Code:
function onSetDescription() {
 
player.description "blah, blah, blah";
 } 
In my Inventory, I have this for Weapon clicked:
This is the script where I need the help

Graal Script Code:
function onItemPressed(obj,bla,bla,bla,clickcount) {
  if (
clickcount == 1) {
    if (
IsObject("Inventory_Main")) {
      new 
GuiBitmapCtrl("Inventory_Item_Icon") {
      
play("age_click");
      
//TRIGGER THE 'onSetDescription()' on the clicked weapon  
      //What code would I put to do this???
        
screenwidth/2-615+500;
        
screenheight/2-340+100;
        
width height 32;
        
bitmap obj.normalbitmap;
        
layer 2;
      } 
And of course this displays the text in the INV script:

Graal Script Code:
 showText(213screenwidth/2-50screenheight/2+50"showg""b""DESCRIPTION:" @(player.description));
   
with (findImg(212)) {
    
textshadow true;
    
shadowoffset "-2 2";
    
shadowcolors "0 0 0";
    
font "showg";
    
style "b";
    
layer 23;
    
zoom 1;

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  #5  
Old 01-09-2013, 11:54 PM
BboyEatsbacon BboyEatsbacon is offline
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Quote:
Originally Posted by greggiles View Post
Graal Script Code:
function onSetDescription() {
 
player.description "blah, blah, blah";
 } 
It would be better to do something like:
Graal Script Code:
function onSetDescription() {
    
player.client.description "hihihihihi";
    
showText(213screenwidth/2-50screenheight/2+50"showg""b""DESCRIPTION:" @(player.client.description)); 
 } 
I'd recommend updating the text right when you update the description with onSetDescription, then have the original launch read from the var, which is why it is still being set here.

Add that to your inventory script, you can't cross-reference other scripts whilst on clientside, as that is provoking serverside data.

You can use a trigger to the server then back to the client, but that's just a waste of time when you have a shorter, less complex way of completing your task that still is as efficient.
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