Difference between revisions of "Multiple Inventory Items"
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− | In Voodoo Girl, I decided to give the player the ability to carry around more than one of each particular item. But how to do so?! I wracked my brain, stayed up all night, and pulled my hair out. Eventually, I just turned on my computer and typed in some code. Hmm, guess I should have tried that first. | + | In [[Voodoo Girl]], I decided to give the player the ability to carry around more than one of each particular item. But how to do so?! I wracked my brain, stayed up all night, and pulled my hair out. Eventually, I just turned on my computer and typed in some code. Hmm, guess I should have tried that first. |
First I added the name of my item as a variable in defines.txt. | First I added the name of my item as a variable in defines.txt. |
Revision as of 21:21, 16 December 2013
By [[]]
In Voodoo Girl, I decided to give the player the ability to carry around more than one of each particular item. But how to do so?! I wracked my brain, stayed up all night, and pulled my hair out. Eventually, I just turned on my computer and typed in some code. Hmm, guess I should have tried that first.
First I added the name of my item as a variable in defines.txt.
EX:
#define moss v60
Then I created a new logic that is called from Logic.000 at the end of every cycle.
call(200);
In the body of this new logic I wrote a little something like this:
<syntaxhighlight lang="agi">
- include defines.txt
if (moss > 0 && !has("moss")) { get("moss"); }
if (moss == 0 && has("moss")) { drop("moss"); }
</syntaxhighlight>
Last, and certainly not least, to add a nice touch, I altered the description of my inventory in the view editor:
You have %v60 pieces of moss.
Just prefix the variable with %
to have it print out with your show.obj()
description or to embed it in a string (i.e. print("You have %60 pieces of moss");
).
Happy coding!