One at a time

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AuthorTopic: One at a time
Member # 4268
Profile #0
Does anyone know how to get an Item to do only work for one turn then go away.

I'm trying to make a wand which, once you use it, it turns on the set_total_visibility call. But I only want to do this once a turn so when you use it turns on the toatl visibility and then once you move it turns itself back off.
It's not seeming to work for me am I doing anything wrong.
Heres the code
beginstate 15;
print_str_color("You can now see Everywhere",2);
it looks wrong but I'm not sure what to change. Please Help! Anyone?

[ Thursday, June 17, 2004 01:57: Message edited by: Drakon Master ]

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Posts: 24 | Registered: Thursday, April 15 2004 07:00
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You may need to refresh the screen.

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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
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pause() should be pause(40) or something, depending on how long you want to wait.

Barcoorah: I even did it to a big dorset ram. - Don't follow this link
Posts: 1798 | Registered: Thursday, October 4 2001 07:00
Shock Trooper
Member # 3022
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Put something in START_STATE of your scenarioscript?

(Start_state runs every turn. So you can have the wand set SDF, which start_state checks for the next turn and deactivates full visibility. I haven't tried, but should work. Though I think you need to be very careful of a wand of this type: in some cases, it could be ugly, indeed.)

[ Thursday, June 17, 2004 16:06: Message edited by: FZ ]
Posts: 269 | Registered: Saturday, May 24 2003 07:00
Triad Mage
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Yes - you'll need something that checks every turn for the wand being 'on', so it can turn it off, either that turn or the next. Alternatively, you can make a special node area the size of the town, and if stepped on, it turns visibility off.

"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
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Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Shock Trooper
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Originally written by Drakefyre:

Alternatively, you can make a special node area the size of the town, and if stepped on, it turns visibility off.
Don't think that would work... you have to exit the special rectangle and re-enter it before it would be activated again, since you'd almost certainly already be IN the special rect when you use the item. Very creative idea, though. :)

If you can't get it to work the way you want with the pause() and by adding a coupla force_instant_terrain_redraw()s, you're pretty well going to have to go the route of turning it off at the start of a turn if a particular SDF is set, I think.

Posts: 200 | Registered: Wednesday, March 31 2004 08:00
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That particular "feature" of BoA bugs me to the extreme. I'm hoping that we can choose which kind of rectangle we want in future versions.
Posts: 2862 | Registered: Tuesday, October 2 2001 07:00