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Originally posted by Debra:
**Just an idea: Could there be a way to make the engine "click" the inventory closed? Like the first thing to do in the event, could you "change" map position to &&Actual;_X and &&Actual;_Y? Would that force the window to close?
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Good try, but it doesn't work. Everything I place in the event sequence including event calls to switch to a different event all play out in order until this item is "used up" and the next item in the list is used. At that point the unseen window closes and the game proceeds.
Here's the scene: The hero is given a couple of bottles of "Home Brew" by an NPC. Hero is told to use one to celebrate some special occasion. The second bottle is to be taken to another NPC as a gift for that NPC's help with the larger quest. I don't want to dictate when the player choses to "unwind and celebrate" so I cannot script the action totally. I also do not want to dictate the players sense of obligation to the second NPC. In other words, hero can also drink the bottle he was supposed to take as a gift.
What's supposed to happen: Hero drinks bottle one. He gets dizzy, passes out, and wakes up somewhere he's never been before with no recall of how he got there. He's a little sore perhaps, and has a hangover but is otherwise unharmed. If hero choses at some point to drink the other bottle rather than deliver it, same sequence with a different location as the end result. For each action there is a consequence.
What does happen: Player selects "Home brew" and clicks "use." Player reads the dialogue about getting dizzy, screen fades, screen fades in on new location, inventory list is no longer visible but still open because to do anything which would unfreeze the hero actually causes him to drink the second bottle and get teleported once more to location two. Then he has to use the next item in the list before the game can proceed.
I have about reached the conclusion that the only answer is to have this item start a timer which will call for the whole scene a few seconds later. I will have to hope that the player does not linger too long in the perusal of the inventory list.
This of course means I have to have a plug-in load call on every map known to exist to install the global check on the timer. I was hoping for a shorter solution like having the event call linked to the closing of the inventory list, or just not have it occur while the list is still open.
I could have "use" from inventory drop a bottle at the hero's feet and when (and if) he picks this up the event is then called from the "use from map" rather than "use from inventory, but this work-around seems lame to me.
I will be extremely grateful to anyone who can come up with the "right" answer.
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