Ineffable Wingbolt Dahak Posted December 16, 2007 Posted December 16, 2007 How do I put an item IN a container? I can put the item on a spot, but not in the container according to the docs. Quote
Well-Actually War Trall Ishad Nha Posted December 16, 2007 Posted December 16, 2007 If you are referring to void put_item_on_spot(short loc_x,short loc_y,short what_item) there is no call that makes an item contained or otherwise. You can manually make an item contained by choosing Shift + S, clicking on the square containing the item and then clicking on the line that says "Not Contained". Quote
Hatchling Cockatrice Lilith Posted December 16, 2007 Posted December 16, 2007 One option is to fake it by using a call to give the party the item when the container is searched, rather than actually placing the item. Quote
Unflappable Drayk Lazarus. Posted December 16, 2007 Posted December 16, 2007 Oddly, if you put an object on a container it WILL be contained-- or at least half contained. The player will have to search the container to get the item, but the item will appear on top of the container. Personally I prefer a twist on what Thuryl is talking about. Place the object in a container but have a block_entry() called whenever the player searches until whatever conditions are met so that the player can find the item. Alternatively, hidden containers containing items (with a block_entry()) toggled to visible containers (without a block_entry()) can be useful as well if the space wasn't originally a container. Quote
Magnificent Ornk Ephesos Posted December 16, 2007 Posted December 16, 2007 block_entry() works on containers? Sweet... Quote
Understated Ur-Drakon Celtic Minstrel Posted December 16, 2007 Posted December 16, 2007 I think you'd want to put it in the SEARCH_STATE to prevent access to the contents of the container. Quote
Well-Actually War Trall Ishad Nha Posted December 16, 2007 Posted December 16, 2007 A customized terrain script would prevent access until the conditions were met. Presumably the condition would be represented by a certain SDF. If the conditions were represented by a special item you could use the existing trap.txt instead. Quote
Unflappable Drayk Lazarus. Posted December 16, 2007 Posted December 16, 2007 Or just specobj with a flag/item/whatever check in the state it calls. Quote
Magnificent Ornk nikki. Posted December 17, 2007 Posted December 17, 2007 Quote: Originally written by Lazarus.:Or just specobj with a flag/item/whatever check in the state it calls. That's the way I do it, and it's so damn easy. Place a specobj terrain script on a container, set memory cell 0 to 10 (or whatever), and then add this in the town script: Code: beginstate 10; //or whatever if(get_flag(0,1) == 0) { //if the condition isn't met... block_entry(1); //stop them getting the loot message_dialog("You can't open this chest yet,",""); //and maybe leave them a message }break; Quote
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