Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: ncw14 on Thu 20/12/2007 00:22:07

Title: Quest Start help
Post by: ncw14 on Thu 20/12/2007 00:22:07
I have 2 quests, a reward for quest one is
inventory item number 8, the devils weapon
i want you to have to have that weapon in order to start next quest how would i script that in

second quest starts at room 16
Title: Re: Quest Start help
Post by: Creator on Thu 20/12/2007 03:03:14
Try this:

if (player.ActiveInventory == iDw) { //iDw is the script name for "Devil's Weapon"
  player.ChangeRoom(16);
}


That should work to start the second quest.
Title: Re: Quest Start help
Post by: Ashen on Thu 20/12/2007 09:52:49
That'd move the player to Room 16 when they make the Devil's Weapon their active Item (and without some modificaton, EVER TIME they make it active), not allow them to start the quest only if they have it in their Inventory.
ncw14, you could try reading the BFAQ: Checking if player has a certain Inventory Item (http://americangirlscouts.org/agswiki/GUI%2C_Inventory_%26_Menu#Checking_if_the_player_has_a_certain_Inventory_Item).
So, wherever they pick the quest up from (talking to an NPC, etc):

if (player.InventoryQuantity[iDw.ID] == 0) {
   Display("You can't start this quest without the Devil's Weapon.");
}
else {
  // Player has DW, so start quest.
}


I hate to have three locked threads of yours on the run, in such a short time, but this really does seem to deserve it. Are you even trying to look things up in the manual/BFAQ/forums first?
Title: Re: Quest Start help
Post by: Creator on Fri 21/12/2007 00:56:35
Oops. Sorry. InventoryQuantity is what I meant. I always get those two mixed up. Sorry if I confused you there ncw14.