Wow! Thankyou so much.
Like I said I read this
viewtopic.php?f=3&t=5248&p=27924&hilit=real+time+score+update#p27924 and the end just says it WORKED! with no explanation as to how. Dunno if this helps.
1st I'll walk you through.
Refer to the pictures above, the status bar on the 2nd picture at the bottom. There are letters HP and EP TOK and SCI where numbers (or values) should be.
Each of these works as a basic counter, or should.
Refer to the first picture, there are numbers displayed in the boxes instead of the the Letters (25,25,10,0). This is how it should look.
The first picture is a test frame of the "StatusBar" (or inventory Button as it is called in my files) frame. This frame is merged with all others EXCEPT an activated player screen. But this isn't important at the moment.
The status bar is merged with all game frames. It is comprised of a single gif image with hollow sections to allow for numbers (since text objects can't go over picture hotspots).
The code implanted in the statusbar frame properties is:
Action.GetMergedTextIndex
Text(1).Caption=""+CStr(HP)
Text(2).Caption=""+CStr(EP)
Text(3).Caption=""+CStr(TOK)
Text(4).Caption=""+CStr(SCI)
This same code is also implanted into the hotspot properties of each interactive hotspot which alters the variable.
Example...
Player gets hurt, 10 health is taken from him,
(remember Death is my subroutine which goes to game over screen at 0 HP)
Death
If HP > 0 Then
HP = HP - 10
End If
Action.GetMergedTextIndex
Text(1).Caption=""+CStr(HP)
I put the Action code after because I assume that updates the text(?).
So far then we have a set of variables (but let's just stick with HP save writing out more bits, the counters all work the same. For instance, TOK = 0 then a message comes up "I'm Broke!" and so forth.)
We have hotspots and events interacting to decrease or increase the variables. All working fine.
When the first picture (status bar frame) and the 2nd picture (outside house frame) are merged, (all frames in game assigned to status bar frame). the scores don't appear (as seen in 2nd pic where it just reads HP EP TOK SCI).
This is problem one. Simple counters being displayed on a merged frame. They work fine on the frame itself, but not when the frame is merged.
2nd problem regarding the subroutine.
The Sub "Poison" is a timer which clocks down the health by 1 point per second until something stops it: a healing mushroom is used.
On Item drag and drop (into a player frame which appears via link from the status bar) the mushroom adds 25HP and 25EP and so forth and then I want it to stop the timer on the HP counting down.
Are you saying With this all I have to do is use:
Poison1 = Action.CreateTimedEvent 1, "poison", True (poison1 being the variable and Poison being the subroutine called)
...in the procedures section. And...
Action.RemoveTimedEvent Poison1 (or should it be full code here? Action.RemoveTimedEvent 1, "poison", True)
...in the item used advanved script section?
Apologies if I made that confusing. I'm as confused looking at code itself. And I have the help file, but these particular little problems, I can't seem to see in there.
Or should I just have the interactive hotspot change the poison1 variable to 1 (via the variables section) and add the first line there to the proceedures as:
If Poison1 = 1 then
Call Poison () <not sure what these brackets were for?
End If
Hope this helps with the whole thing. If I get this working I'd be happy to help with some kind of tutorial or something to help others get through this.