How to have two inventories, and such

Started by , Mon 29/11/2004 11:43:40

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Abisso

In my game, I need the Charachter to have a normal inventory (and this is not a problem), but I would need another one for the same charachter.
The problem is that my game, has got spells, that the char finds trough the way, and till than he cannot use them. So, I need something like an Inv screen, where the spells go, and where, to cast one, you simply click on the icon, and then on the thing (object, other charachter, hotspot, etc.) that will be affected by the magic.

I know i can use another GUI, maybe with buttons, but i would need to change the cursor with SetCursorPic (or such) for each spell and put if-else statements everywhere. Instead, with another inventory, all would be easier, and the interaction would be similar to the one with standard items.

Pleas help me.

Ashen

Basicly, you need to create a second 'dummy' character, and use their inventory to hold the spells. A quick forum search found these threads (amongst others) that explain in more detail, so I don't have to:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=6498.0

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=15757.0

But, bear in mind the new functions AddInventoryToCharacter () and NewRoomNPC() have replaced some of the scripting they mention.
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Bombadil

Uooo!
I'd like to see this game. It sounds cool.

Ashen

Judging from the number of RPGs in development at the moment, you're not the only one.
There were even a couple of entries in the September MAGS that did something similar (CoolBlue-Gord10 and Sinitrena, that I remember). At least, they both had spells inventorys, but handled them a little differently, from what I remember. Might be worth checking them out for inspiration, or just to play.
I know what you're thinking ... Don't think that.

Abisso

Thanks to all of you, guys!

And I hope I can resolve the problem, with your precious help.

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