eval ("$('#compassLabel').show(); $('#compassAccordion').show();")eval ("$('#compassLabel').hide(); $('#compassAccordion').hide();")Vikkal wrote:I might plan to adapt it for the Inventory as well, so that the players can't see the Inventory pane until after they pick up a "Bag" object in game.If you do that, you can just use the same scripts except replace 'compass' with 'inventory'... Pretty simple, right?
request (SetInterfaceString, "InventoryLabel=Bag")msg ("You are a " + game.pov.race + " " + game.pov.class+ " named " + game.pov.alias + ".")if (game.pov.race = "Angel") {
raceprefix = "an"
}
else {
raceprefix = "a"
}
msg ("You are " + raceprefix + " " + game.pov.race + " " + game.pov.class+ " named " + game.pov.alias + ".")
<function name="GetDefaultPrefix" parameters="param">
if (IsString(param)) {
if (Instr("aeiou", LCase(Left(param, 1))) > 0) {
return ("an")
}
else {
return ("a")
}
}
else {
if (Instr("aeiou", LCase(Left(GetDisplayAlias(param), 1))) > 0) {
return ("an")
}
else {
return ("a")
}
}
</function>
<function name="GetDefaultPrefix" parameters="param">
if (IsString(param)) {
if (Instr("aeiou", LCase(Left(param, 1))) > 0) {
return ("an")
}
else {
return ("a")
}
}
else {
return (GetDefaultPrefix(GetDisplayAlias(param)))
}
</function>
MainRoom.grid_x = 0
MainRoom.grid_y = 0
MainRoom.grid_z = 0
MainRoom.grid_render = true</start>
<object name="Introduction">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description type="script">
msg ("Blah Blah Blah")
MainRoom.grid_x = 0
MainRoom.grid_y = 0
MainRoom.grid_z = 0
MainRoom.grid_render = true
wait {
ClearScreen
MoveObject (player, MainRoom)
}
</description>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<hideafter />
</object>
</object>
</game>