Author Topic: High Tail Hall 2 Beta  (Read 22449 times)

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Re: High Tail Hall 2 Beta
« Reply #30 on: March 11, 2021, 09:17:45 am »
There are two things that prevent it from working.

First, original HTH2 and older files used absolute object paths in scripts and those files were designed to work standalone, not mounted on a launcher. You have to search the swf file for all occurrences of _root keyword and change each script to relative path regarding the object it's supposed to control.

Second, don't use loadMovie() on loading scenes or areas in HTH2Beta launcher, except it's a sub-asset loaded on something inside the scene. I've created more sophisticated loader in HTH2Beta launcher.

If you want to load another file (scene or area) in your file, just put following lines to your button script:
         _root.filename = "filename.swf";
         _root.prevFrame();
Where replace filename with actual file name to load. Note that the file shall be in data/ folder.
The _root.prevFrame() calls the launcher frame (2) where the loader script is.
If you want that button to return to main menu, set _root.filename = "none" and launcher will go to menu (frame 1) instead

If you want to add another option in launcher menu, open hth2beta.swf file and find following script (it's in DefineSprite(23)):

onClipEvent(load){
   generate_button = function(name, txt_t, txt_c, file_n, x, y, w)
   {
      this.createEmptyMovieClip(name,this.getNextHighestDepth());
      with(this[name])
      {
         _x = x
         _y = y
         beginFill(2105376,100)
         lineTo(w,0)
         lineTo(w,18)
         lineTo(0,18)
         lineTo(0,0)
         endFill()
         _alpha = 70
         
      };
      var _loc8_ = this[name].createTextField("label",1,0,0,w,18);
      _loc8_.text = txt_t;
      var _loc9_ = new TextFormat();
      _loc9_.bold = false;
      _loc9_.font = "Arial";
      _loc9_.color = txt_c;
      _loc9_.leftMargin = 5;
      _loc8_.setTextFormat(_loc9_);
      this[name].onRollOver = function()
      {
         this._alpha = 100;
      };
      this[name].onRollOut = function()
      {
         this._alpha = 85;
      };
      this[name].onRelease = function()
      {
         _root.filename = file_n;
         _root.nextFrame();
      };
   };
   _root.startpoint = "none";
   generate_button("b_map","MAP (game start)",16777215,"hth2_main_map.swf",0,0,200);
   generate_button("b_mh2","Shortcut to Main Hall fl 2",16777215,"hth2_mh_fl_02.swf",0,20,200);
   generate_button("b_nrf","Northern Falls",16777215,"northernfalls.swf",0,40,200);
   generate_button("b_lpr","Private rooms",16777215,"lucky_privrooms.swf",0,60,200);
   generate_button("b_abj","Anne blowjob (extra)",16777215,"anne_bj.swf",220,0,200);
   generate_button("b_zbj","Zoe blowjob (extra)",16777215,"hth2_z_bj_01b.swf",220,20,200);
   generate_button("b_jan","Jasmine anal (extra)",16777215,"jasmine_anal.swf",220,40,200);
   generate_button("b_tdg","Tanya doggystyle (extra)",16777215,"tanya_doggy.swf",220,60,200);
}

Where you can add more options by adding more generate_button() lines in that script.
In that generate_button() function, the first parameter is new button identifier - it has just to differ from all other identifiers.
Second parameter is displayed button text,
third parameter is text color in RGB code, you can use hex number for better clarity, i.e. 0xFFFFFF,
4th parameter is the file name to load. File has to be located in data/ folder.
5th and 6th parameters are X and Y coordinates of new button. Left row uses X offset 0, right row X offset 220. Buttons are 20 pixels apart in Y offset.
The last parameter is button width.