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Topics - P.Wilson

#1
Hello AGS community,

I`m pretty new to this paticulair program, i watched the "AGS making of sammys quest" several times, and read trough all kind of forums trying to help me out with this little problem.

I`m trying to make a game where you visite a certain area several times.
and depending on certain inventory items, how you enter this field and what it does.

I tried several different things, with the last one doing halve of what i want it to do,..

Code: ags
 function room_AfterFadeIn()]



Code: ags

 if ((player.InventoryQuantity[iSewerkey.ID] == 1))  
     Display("I now have a sewer key.");
  
  
else


  if ((player.InventoryQuantity[iSewerkey.ID] == 0) )
  Wait(20);
  cEgo.Walk(460, 400, eBlock);
  Display("I have to save Nik,...");
  Display("But i`d better prepair myself first.");
  Display("I have nothing usefull back at the house,...");
  Display("So i have to see what i can scounge up.");
}

]


the first time you enter you dont have the sewerkey, so you only do to block with "save nik" 
this works.

The second time you enter you do have the sewerkey, and you should skip the whole "save nik" and only do the  "i now have a sewer key"
but for some reason it follows up with the "save nik" block again

can someone tell me what i`m doing wrong?

thank you all in advanced.
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