Hi Esa,

-- make weapon--
--weapons name--
--weapons alias name--
--class for weapon--
--weight for weapon--
--value for weapon--
--set special hit fuction for weapon--
--Now check where that weapon should go??--
--Special hit_func to weapon--
etc...

are you preparing a personal war? ;-)


Regards from germany

Klaus Major (a little scared...)
[EMAIL PROTECTED]


P.S.
To save some typing you can omit the "cd" in your object description.
I mean "set the loc btn x..." instead of "set the loc of cd btn xxx...".

Another hint:
To make somehing like this more readable

if item 1 of the loc of cd button "weapon"" > item 1 of the rect of cd fld "drag&Drop" card "huone" and \
item 1 of the loc of cd button "weapon" < item 3 of the rect of cd fld "drag&Drop" and \
item 2 of the loc of cd button "weapon" > item 2 of the rect of cd fld "drag&Drop" and \
item 2 of the loc of cd button "weapon" < item 4 of the rect of cd fld "drag&Drop" then
put return & "move_object(" & cd fld "wname" & "," & cd fld "name" & "());" \
after last line of cd fld "weapon"
put return & "}" after last line of cd fld "weapon"
end if
i would recommend to extract the values into some vars first:

put the rect of bnt "weapon" into wpr
put the rect of fld "drag&drop" into fdr

put item 1 of wpr into wpr1
... item 2 ... wpr2
...
...

put item 1 of fdr into fdr1
etc...

if wpr1 >  fdr1 AND wpr1 > fdr3...

etc...

I think you get the idea.

A bit more typing first, but much more readability later.

...and you can use CR instead of return in your scripts...
Another timesaving hint :-)

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