Im trying to get a "pick up keys to open locked doors in the dungeon" kinda system going in my game (similar to the dungeons in Legend of Zelda games). And it works beautifully... to an extent.
the doors are opened when the player walks into an event tile, which changes the map cells of the door and deletes a key from the players inventory (once checking against the "gb_number of keys" global). it also adds to a global for the specific door to keep it open when the player leaves and returns to that location.
The problem is that i want the event tiles which trigger the whole lot off to be deleted at the end of the chain of actions (so the player doesn't have keys stolen from his inventory for no reason)... i set this to happen and my game cuts out :frown:
does coldstone have a problem with changing an event tile while the player is standing on it? if it does im up a certain creek without a paddle
if anyone can see where im going wrong or can think of another way to do the whole "keys and locked doors" system i'll be eternally gratefull.
cheers all, Migraine.
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"If it's too hard, I can't understand it."