eval ("$('div[id^=\"divOutputAlign\"]').css('opacity', '0.5');")
eval ("getCurrentDiv().css('opacity', '1.0');")
jaynabonne wrote:Regarding clearing the screen, I tend to not so that someone can have a complete transcript of their game.
As far as clearing the text on "continue", I'll have to look at it. I don't know what sections are active during one of those.
Silver wrote:Out of curiosity, why do people see it as useful/desirable for players to retain a transcript of their game history. I'm interested to know as I might learn something I hadn't thought of. For me, I do regular clear screens purely for aesthetic purposes. Clear out the cob webs!
Silver wrote:Sorry yes, that's what I pointed out to Jay and not about the reload issue. Find the thread where it was discussed (or I will over the course of me going back over my posts) and install the library he created instead.
<div id="divOutputAlign1" class="" style="text-align: left; opacity: 0.5;">
<div id="divOutputAlign2" class="section1" style="text-align: left; opacity: 0.5;">
<div id="divOutputAlign3" class="" style="text-align: left; opacity: 0.5;"></div>
<div id="divOutputAlign4" class="section2" style="text-align: left; opacity: 0.5;">
<div id="divOutputAlign5" class="" style="text-align: left; opacity: 0.5;"></div>
<div id="divOutputAlign6" class="section3" style="text-align: left; opacity: 1;">
Silver wrote:You already said you'd solved the problem on the thread without forseeing the issues that you've now come up against. Jay made a library and then he updated it after I said about clearscreen IIRC. You weren't following it as you thought you already had the solution. Will post up the links when I find them.
msg ("The barman moves like lightening and is on you in a flash. He wrestles you to the ground, helped by a few well-aimed kicks to the shines from Lucy.<br/><br/>Dazed from the barman's blows, you feel yourself being dragged somewhere.<br/>")
wait {
SetObjectFlagOn (player, "night")
MoveObject (player, millers bar fail)
}
msg ("The barman moves like lightening and is on you in a flash. He wrestles you to the ground, helped by a few well-aimed kicks to the shines from Lucy.<br/><br/>Dazed from the barman's blows, you feel yourself being dragged somewhere.<br/>")
wait {
JS.eval ("getCurrentDiv().css('opacity', '1.0');")
JS.eval ("$('div[id^=\"divOutputAlign\"]').css('opacity', '0.5');")
SetObjectFlagOn (player, "night")
MoveObject (player, millers bar fail)
}
You can download libraries from the Resources page. When you've downloaded a library, go to Included Libraries in the tree (under the Advanced section) and click Add to add it to your game.
Silver wrote:You can download libraries from the Resources page. When you've downloaded a library, go to Included Libraries in the tree (under the Advanced section) and click Add to add it to your game.
OurJud wrote:I installed the retro file and clear screen now restores the command input styling, but the horrible blue 'continue' link that is part of the key press command - which I've hidden with CSS - comes back.
I'll open up the retro file after my tea to see if I can keep that away too, unless you know a simple way off the top of your head.
jaynabonne wrote:For an earlier game attempt of mine, I just had text say "press a key to continue", but not a link. It looked clean enough (to me) and was clear. I don't like the look of the blue underlined "Continue" link.