Curious Artila Drakon Master Posted June 17, 2004 Share Posted June 17, 2004 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 Code: beginstate 15; play_sound(10); set_total_visibility(1); print_str_color("You can now see Everywhere",2); pause(); play_sound(10); set_total_visibility(0);break; it looks wrong but I'm not sure what to change. Please Help! Anyone? Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted June 17, 2004 Share Posted June 17, 2004 You may need to refresh the screen. Link to comment Share on other sites More sharing options...
Well-Actually War Trall Khoth Posted June 17, 2004 Share Posted June 17, 2004 pause() should be pause(40) or something, depending on how long you want to wait. Link to comment Share on other sites More sharing options...
Articulate Vlish FZ Posted June 17, 2004 Share Posted June 17, 2004 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.) Link to comment Share on other sites More sharing options...
Magnificent Ornk Drakefyre Posted June 18, 2004 Share Posted June 18, 2004 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. Link to comment Share on other sites More sharing options...
Garrulous Glaahk spyderbytes Posted June 18, 2004 Share Posted June 18, 2004 Quote: 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. Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Morgan Posted June 18, 2004 Share Posted June 18, 2004 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. Link to comment Share on other sites More sharing options...
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