Dynamic Action Names for Dragged Items (CMS)

From The Official Visionaire Studio: Adventure Game Engine Wiki
Revision as of 19:08, 20 February 2014 by AFRLme (talk)
Name Type By
Organize Inventory Items Alphabetically Definition AFRLme

This script allows you to organize your inventory items alphabetically in either ascending or descending order.

Instructions

1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2. To organize the inventory items by ascending order, you should create an execute a script action containing:

arrangeItems(true)

3. To organize the inventory items by descending order, you should create an execute a script action containing:

arrangeItems(false)

Main Script

--[[
Dynamic action names for dragged items (v2) [20/02/2014]
Written by AFRLme
-- + --
alternatingfrequencies@hotmail.com | skype @ AFRLme
--]]

-- * local variables * --
local item, txt, current, lang, old, new, iw, cj, val  -- empty variables

-- * tables * --
old = {} -- table which will contain original item names
new = {} -- table which will contain updated names
iw = {} -- initial word table
iw["English"] = {"Use ", "Give ", "Show ", "Combine "}
iw["French"] = {"Usage ", "Donner ", "Montrer ", "Combiner "}
iw["German"] = {"Benutzen ", "Geben ", "Zeigen ", "Kombinieren "}
iw["Spanish"] = {"Usar ", "Dar ", "Mostrar ", "Combinar "}
cj = {} -- conjunction word
cj["English"] = {" on ", " to ", " to ", " with "}
cj["French"] = {" en ", " à ", " à ", " avec "}
cj["German"] = {" auf ", " zu ", " zu ", " mit "}
cj["Spanish"] = {" en ", " a ", " a ", " con "}

-- * function for udating object name with action text * --
function itemActionName()
 item = game:getLink(VGameUsedItem) -- get currently held item
 current = game:getLink(VGameCurrentObject) -- get current object (under cursor)
 lang = game:getLink(VGameStandardLanguage):getName() -- get current game language
 val = getObject("Values[conjunction_class]"):getInt(VValueInt) -- get conjunction class value
 -- + --
 if not item:isEmpty() then -- if held item exists then...
  txt = item:getLink(VObjectName):getLinks(VTextAll) -- get all texts for the held item
  for i = 1, table.maxn(txt) do if txt[i]:getLink(VTextLanguageLanguage):getName() == lang then item = txt[i]:getStr(VTextLanguageText) end end -- store item name
  -- + --
  new = current:getLink(VObjectName):getLinks(VTextAll) -- get all texts for the object under cursor
  for i = 1, table.maxn(new) do table.insert(old, new[i]:getStr(VTextLanguageText))  end -- insert string names of table above
  -- + --
  for i = 1, table.maxn(new) do if new[i]:getLink(VTextLanguageLanguage):getName() == lang then new[i]:setValue(VTextLanguageText, iw[lang][val] .. item .. cj[lang][val] .. old[i]) end end -- update object name with action text (initial word, item, conjunction word, target)
 end  
end

-- * function for resetting object name back to original name * --
function resetItemActionName()
  for i = 1, table.maxn(new) do new[i]:setValue(VTextLanguageText, old[i]) end -- reset all text (for each language) back to original text...
end