@Cassiebsg
your code worked perfectly,... (almost)
you forgot 1 ) in the first line,..
but i was able to get everything to work thanks to your code.
So again, thanks a lot.
=====Edit
ok,.. i feel very stupid now.
some how, when i try to add extra commands after the "now i have a sewerkey" line,...
i suddenly get a error on the ELSE command :S
It should read like this:
Code: ags
your code worked perfectly,... (almost)
you forgot 1 ) in the first line,..
but i was able to get everything to work thanks to your code.
So again, thanks a lot.
=====Edit
ok,.. i feel very stupid now.
some how, when i try to add extra commands after the "now i have a sewerkey" line,...
i suddenly get a error on the ELSE command :S
It should read like this:
function room_AfterFadeIn()
{
if ((player.HasInventory (iSewerkey))) // Are you planing on player having more than one Sewer key? And have difrent stuff hapening if so? Otherwise no need for quantity check. ;)
Door_002.Visible = true;
oOpendoor.Visible = false;
Wait(20);
Display("I hope mr.Blue will find the key i left him on his table."); //this is a housekey, not the sewerkey
Display("and now I have a sewer key, i`m sure it will come in handy real soon");
else
{ // Remember to open brackets if there's more than one line of commands.
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.");
} // And close them again once finished
}