Identification and item abilities
Author | Topic: Identification and item abilities |
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Warrior
Member # 2838
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written Saturday, July 24 2004 14:49
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1)Is there a call that identifies the party items, so designers can make for example a machine that works like an identification device? 2)I want to make an item that just works if you have another, for example lets say that we have a wand that just works if you have a magma crystal, is there a way to make that each time you use the wand a magma crystal is taken away and that if you don't have magma crystals you can't use the wand? -------------------- …../|,-‘`¯¯`\(o)_\,----,,,_……… …( `\(o),,_/` ¯ : o : :: o`-, … I'm under your bed. Posts: 118 | Registered: Wednesday, April 2 2003 08:00 |
Shock Trooper
Member # 4154
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written Saturday, July 24 2004 19:20
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2) This can be done by giving the item a custom ability and scripting the ability into your scenario data. Be mindful that you cannot take such a wand into another scenario, though. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Shock Trooper
Member # 954
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written Saturday, July 24 2004 19:22
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I don't know about #1, but #2 should be pretty basic. First define the item, similarly like I've done below... begindefineitem 445; it_name = "Wand"; it_full_name = "Wand of Magma"; it_ability_1 = 207; it_ability_str_1 = 10; "207" means it will call a state in the scenario script. "10" is the number of the state to call. Then, in the scenario script, put something similar to this... beginstate 10; if (has_item(446) == 1) { take_item(446); set_state_continue(12); } else message_dialog("You're out of magma crystals.",""); break; Yours will be different, but you should get the general idea from this. [ Saturday, July 24, 2004 19:28: Message edited by: Shyguy ] Posts: 246 | Registered: Thursday, April 11 2002 07:00 |