+jerXjac Posted July 31, 2021 Posted July 31, 2021 I'm testing out a part for my build to combine items. for this purpose I use the items 'commands' What I have is working, but the combine button only shows up once!. after I click on 'Combine with..." I get a new button "Actions(2)" (This is not really a problem but I could do without is extra step) The real problem is that when I go back to the Inventory screen, and choose the Item again, it goes directly to the "Actions(2)" button. But for the player to be clear what to do, I would prefer the 'Combine with..." button. So my question, how to get the 'Combine with..." back? I added my .urwigo file here: https://drive.google.com/file/d/1d6Fv5W-Cb3BD9pYwLkDrI_6TLOCC0Xp4/view?usp=sharing Quote
+Forest-Ghost Posted July 31, 2021 Posted July 31, 2021 It looks like you disabled the combine command. So if you delete the Magnet.CombineEnabled = false this command will remain visible after you click it. Quote
+jerXjac Posted July 31, 2021 Author Posted July 31, 2021 Magnet.CombineEnabled = false is there for a purpose, if I remove it "Combine with..." will show up in the list of items which can be used to combine with. (see image 4). That is something i don't want, Combine with should not be one of the choices. But even with Magnet.CombineEnabled = false removed, if you pick the item the second time around it will show "Actions(3)" Quote
+Forest-Ghost Posted July 31, 2021 Posted July 31, 2021 I think I mis-understood your request. You want the item commands to display as "Rope" and "Magnifying Glass" instead of "Actions 2." If that is the issue there is not really a work around if you keep these as item commands. Item commands display differently in almost every Wherigo player and emulator. For example, in the IOS app these would display as a list. If your just concerned about how they appear in the urwigo emulator one alternative is you could change the item commands to a multi-choice input. Quote
Ranger Fox Posted August 2, 2021 Posted August 2, 2021 Yeah, you have no control over the text displayed in those buttons. It's the UI that sets the text. The "Combine With" button shows up when you've told Wherigo a certain item can be used on another item. That text is set exclusively in the UI. Quote
+Forest-Ghost Posted August 3, 2021 Posted August 3, 2021 (edited) jerXjac, You could do everything from one item command and delete two of the commands--this would remove the "Actions 2 Screen." Inside your command "combine with..." you can create a message with two buttons. You will need to create three messages, one for each option of your If/Else Statement (if player contains rope, if player contains magnet ect) . Each message reads "combine with" and then when you click on the message, add text for buttons: Rope, Magnifying Glass, and the third message contains both. You will need to move the code from the commands "rope" and "magnifying glass" under the corresponding messages and then delete the commands "rope" and "magnifying glass." Here is example for the "Magnet" item using your original urwigo file: https://www.dropbox.com/s/eh7f412sais904r/Combine.urwigo?dl=0 Edited August 3, 2021 by Forest-Ghost 1 Quote
+jerXjac Posted August 3, 2021 Author Posted August 3, 2021 Thank you Forest-Gost, I have it working now the "dirty way" But I certainly will come back to this to clean it up the way you suggested Quote
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