Garrulous Glaahk Groovejet Posted July 24, 2004 Share Posted July 24, 2004 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? Link to comment Share on other sites More sharing options...
Garrulous Glaahk Eldiran Posted July 25, 2004 Share Posted July 25, 2004 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. Link to comment Share on other sites More sharing options...
Garrulous Glaahk Shyguy Posted July 25, 2004 Share Posted July 25, 2004 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. Link to comment Share on other sites More sharing options...
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