Hey it's me again with YET ANOTHER QUESTION!you could probably use the Lua registerEventHandler for textEnded & inside of that call a called by other action block which contains something like... hide cursor > pause 100ms > show cursor.
This one's about display text.
The way I've set things, a text action part does not skip automatically, you always have to click to progress. Thing is, some of my beta testers seem to confuse the game with cookie clicker and end up skipping two text parts in a row.
So here's my question: Would it be possible to automatically "freeze" the cursor for, like 100ms right after skipping an action part? I was thinking, maybe adding a pause, or some scripting magic.
Thanks & cheers!
function txtEnd(text)
if text.TextOwner:getId().tableId ~= eObjects then
startAction(Actions["click_delay"])
end
end
registerEventHandler("textStopped", "txtEnd")
function txtEnd(text)
--if text.TextOwner:getId().tableId ~= eObjects then
startAction(Actions["click_delay"])
--end
end
registerEventHandler("textStopped", "txtEnd")
game.AlwaysAllowSkipText = false -- prevent text from being skipped with left click during cutscene or hide/show cursor event
game.AlwaysAllowSkipText = true -- allow text to be being skipped with left click during cutscene or hide/show cursor event
function txtStart(text)
if text.TextOwner:getId().tableId == eCharacters then
startAction(Actions["click_delay"])
end
end
registerEventHandler("textStarted", "txtStart")
Execute script: game.AlwaysAllowSkipText = false
Pause 500ms
Execute script: game.AlwaysAllowSkipText = true
hide cursor
Execute script: game.AlwaysAllowSkipText = false
Pause 500ms
Execute script: game.AlwaysAllowSkipText = true
show cursor