Quote from: monkey_05_06 on Wed 17/07/2013 21:41:07Ah, of course. Got it. It's the same mistake as the lack of indentation earlier for certain commands in the dialog script. It works now, thanks a lot!Quote from: Magic on Tue 16/07/2013 14:52:364. New: If Player has inventory during Dialog
If the player has an item in their inventory, I want to enable a new dialog option.Code: ags @5 EGO: Do you believe your workmanship was of a high standard? C1Hargreaves: Of course, Your Honour. I did what I said I'd do - I put in those kitchen units. if (EGO.HasInventory(C1_Photo1)) { EGO.Say("You recall that you have photos of the kitchen following Hargreave's work and consider asking him about them."); option-on 6 return RUN_DIALOG_RETURN; } return
I've tinkered with this and followed it from the AGS help file but get:
Dialog 4(27): Error (line 27): Parse error in expr near '0.'
Any ideas?
I think myself and Khris got a bit caught up in our snarkiness and didn't catch the real issue here.

That concludes my main queries - I should be able to finish off the prototype. The only other part I can think of is a in some dialog where each of the 4 answers from the player leads to the same result so rather than copy and paste the same dialog into each I'll try to re-direct them. I'll try to work that out myself though. Probably a variable or such.
Quote from: Khris on Thu 18/07/2013 09:35:16. . .
Dang, I was looking through the script for a constant with value 0, but completely missed the "EGO" part of EGO.HasInventory().
Magic:Quote from: Magic on Wed 17/07/2013 21:10:34I'm gradually working my way the manual, but I did base it off what you told me in this thread, I assumed that would be enough.But, you got a specific parse error when you changed the Display() content, right? So it obviously wasn't enough. You don't get to ask stuff like that while everybody else is referred to the manual, not even if you had coded AGS's game of the year in 2008. There is no excuse for not checking the manual first.