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Topics - HereComeDatBoi

#1
On my new game I would like to know the script so that I can check multiple items with if (player.ActiveInventory ==). This is the script i've used but I need some help.

function iSouthernwood_UseInv()
{
if (player.ActiveInventory == iSouthernwood){
(player.ActiveInventory == iSouthernwood)
(player.ActiveInventory == iSouthernwood)
(player.ActiveInventory == iSouthernwood)
(player.ActiveInventory == iSouthernwood)
(player.ActiveInventory == iSouthernwood)
(player.ActiveInventory == iSouthernwood)
(player.ActiveInventory == iSouthernwood)
(player.ActiveInventory == iSouthernwood)
(player.ActiveInventory == iSouthernwood)
(player.ActiveInventory == iVial)
player.LoseInventory(iSouthernwood);
player.LoseInventory(iVial);
player.AddInventory(iAConcoct);
Display ("Mixed the Southernwood in the Vial to create an Appleringie Concoction");
}
else Display ("You need 10 Southernwood herbs to produce an Appleringie Concoction!")
}


Thanks in advance
#2
In my story my charcter is supposed to walk on a specific part of the room and the a NPC will start talking I have worked out how to do this:

function region1_WalksOnto()
{
cGloriana.Say ("HELP, HELP!");
cGloriana.Say ("CAN SOMEONE PLEASE HELP!");
}

although I would like to know how I could make it so that once my character has stepped on this region once and the dialog has happened how I could make it so that this never happens again when I step on the region.
#3
I have a question for some1 a little bit more  experienced than me (not that hard to be more experienced than me).

I have just started making my first game and I wanted my guy to complete a quest I have scripted this for went my quest is finished:

function cGloriana_UseInv()
{
player.Walk (139, 233, eBlock);
dQuestSwFin.Start();
player.LoseInventory(iAConcoct);
player.AddInventory (iAxe);
Display ("NEW INVENTORY ITEM ACQUIRED!");
dQuestSwFin2.Start();
cGloriana.Walk (254, 4, eBlock);
}

I wanted it so that my guy walks to her then, he says a few things to her, then the item gets taken out of the inventory and then a neww 1 gets put in. Then it says that i have aquired a new item then another conversation starts and then the quest giver walks off in that order.  

But what happens is it is all muddled in no peticular order. So what happens is: he walks up to her then the  NEW INVENTORY ITEM AQUIRED text comes up then the items are switched and then the lady just starts walking off until she is far away and then the dialog comes up last...

Is there a way to fix this???
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