Ambrosia Garden Archive
    • CS 101 Question-picking up items


      I am sure this is an easy one but I can't quite figure it out.

      The situation:
      I have an underground bunker that has 4 keys in various rooms. I need to
      pick up the key, add it to my inventory, and use it to open the door. Once used,
      I want the key to be removed from my inventory.

      What I have done:
      I created 4 new "Special" items naming the items as such:

      green_key.cit
      red_key.cit
      yellow_key.cit
      purple_key.cit

      In my bunker map, using the "Items" button, I added my 4 keys.

      In my "Layouts", I added an "Inventory" picture and have the "Item Description"
      and "Item List" visible.

      I then added a "Game" menu called "Inventory" with an event link to an event called
      show_inventory.

      What Happens:
      When running the game, I can walk over the key and it disappears, but it does not show up in my Inventory menu.

      I know I am missing a step or 2 here, what is it.

      Also, when a player goes up to a door that he/she does not have a key to, do I use
      a conditional statement here???

      Thanks in advance,
      Keith

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    • Quote

      Originally posted by Keith:
      **I have an underground bunker that has 4 keys in various rooms. I need to
      pick up the key, add it to my inventory, and use it to open the door. Once used,
      I want the key to be removed from my inventory.

      Also, when a player goes up to a door that he/she does not have a key to, do I use
      a conditional statement here?**

      Hi Keith, in your list of items, double click on a key to bring up the item editor. The second tab is 'display.' This should have a picture of your key as it appears in the game and below that, you want to place a check in the boxes for take and remember. The 'take' box should place it in the inventory list and the 'remember' box should prevent the key from reappearing every time you return.

      Now on the last tab of the item editor, click the button that says 'override default picture' and select the inventory picture you want to appear.

      Next, create a global for each key.

      When you get to the tile next to your door, change the tile event to something that goes like this:

      conditional: is gb_redkey = 0? if untrue, end event.
      (optional dialogue: "Oh no, the door is locked!")
      conditional: does player possess key? if untrue, end event.
      unblock door tile.
      (optional animation: door opens.)
      item wizard: drop key.
      (optional dialogue: "I'm lucky I found that key.")
      change global: set gb_redkey = 1

      I think that should do it for you.

      ------------------
      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      Find those areas you missed the first time around. You'll want to explore those hidden areas now made accessible with Spells Expander.

    • Perfect.... This really cleared it up for me. Thank a million Mr. Ducky

      Keith

      ------------------

    • Quote

      Originally posted by Keith:
      **Perfect.... This really cleared it up for me. Thank a million Mr. Ducky

      Keith
      **

      You're most welcome. I'm only a step and a half ahead of you 🙂 ~RD

      ------------------
      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      Find those areas you missed the first time around. You'll want to explore those hidden areas now made accessible with Spells Expander.

    • Good job Ducky!

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