Story== question
I have my shop keeper who will run one dialog at story==0 Of course once dink has that conversation I want progress to story==1 for the shop keep, who will then offer goods for gold.
Later on dink will meet the witch at story==1. She will send him on a mini-quest which will progress the story from story==1 to story ==3 possibly to 4 depending on what I throw in.
Now should dink return to the store will story==1 conversation still run with the shop keep?
I would like to make it so my shop keeper will offer goods through the rest of the game no matter what story number we are on. But I still want to have a opening conversation the first time dink stops in a script that runs only once.
Do I use story== to do that?
Or do I change visions?
Thanks
Later on dink will meet the witch at story==1. She will send him on a mini-quest which will progress the story from story==1 to story ==3 possibly to 4 depending on what I throw in.
Now should dink return to the store will story==1 conversation still run with the shop keep?
I would like to make it so my shop keeper will offer goods through the rest of the game no matter what story number we are on. But I still want to have a opening conversation the first time dink stops in a script that runs only once.
Do I use story== to do that?
Or do I change visions?
Thanks
Just make another golbal variable like *shop_keeper*
(you know how to make one right?)
and use it only for your shop and leave *story* for your other stuff!
(I dont think I'm very clear)
PS: if you dont know add this in your main.c file
make_global_int("&Shop_Keeper", 0);
(you know how to make one right?)
and use it only for your shop and leave *story* for your other stuff!
(I dont think I'm very clear)
PS: if you dont know add this in your main.c file
make_global_int("&Shop_Keeper", 0);
**********
make_global_int("&Shop_Keeper", 0);
********************
And after I stick it in my Main.c file, then what do I do? Do I rename the shop keeper sprite in his .c file to &Shop_Keeper ?
Cause I can make a global, I am just at a loss as to what to do with it after I put it in my globals.
Now I know that the global for &story==:
make_global_int("&story", 0);
Is used when I change the story
if (&story == 7)
Is put at the beginning and
&story = 8;
at the end of the script which works with the global ("&story", 0); (Correct me if I am wrong on that)
Cause I think I know how to use story commands, and I am assuming if I do not add
if (&story== X)
// Here x is the number of the story
to the start of a script that the script will play no matter where my story is. Therefore the daughter of the farmer who is dim and dull will continue to coo incoherently when ever Dink talks to her because she doesn't progress with the rest of the characters through the story. because her script lacks
if (&story== X)
True?
make_global_int("&Shop_Keeper", 0);
********************
And after I stick it in my Main.c file, then what do I do? Do I rename the shop keeper sprite in his .c file to &Shop_Keeper ?
Cause I can make a global, I am just at a loss as to what to do with it after I put it in my globals.
Now I know that the global for &story==:
make_global_int("&story", 0);
Is used when I change the story
if (&story == 7)
Is put at the beginning and
&story = 8;
at the end of the script which works with the global ("&story", 0); (Correct me if I am wrong on that)
Cause I think I know how to use story commands, and I am assuming if I do not add
if (&story== X)
// Here x is the number of the story
to the start of a script that the script will play no matter where my story is. Therefore the daughter of the farmer who is dim and dull will continue to coo incoherently when ever Dink talks to her because she doesn't progress with the rest of the characters through the story. because her script lacks
if (&story== X)
True?
No no dont rename it &Shop_Keeper
a the place of
if (&story == 0)
(in your shop keeper guy script)
make it like that
if (&Shop_Keeper == 0)
Do you understand?
(I'm not very good at explain thing sinse I'm also new)
a the place of
if (&story == 0)
(in your shop keeper guy script)
make it like that
if (&Shop_Keeper == 0)
Do you understand?
(I'm not very good at explain thing sinse I'm also new)
I didn't quite get all that you were saying, but I'll just answer to your original question. If you don't have to talk to the shopkeeper before you go to the witch, then you should indeed give him his very own global. (assume that's &shop_keeper)
Then you simply put this in the shopkeeper's script:
if (&shop_keeper == 0)
{
//conversation here
&shop_keeper = 1;
}
//Rest of the script here
After Dink has talked to the shopkeeper and &shop_keeper has been changed from 0 to 1, they'll never have the same conversation again unless you change the global back to 0.
Then you simply put this in the shopkeeper's script:
if (&shop_keeper == 0)
{
//conversation here
&shop_keeper = 1;
}
//Rest of the script here
After Dink has talked to the shopkeeper and &shop_keeper has been changed from 0 to 1, they'll never have the same conversation again unless you change the global back to 0.
Both ways have their own purposes:
if you place &Shop_Keeper = ¤t_sprite in the main of the shopkeeper-script, you can then use &Shop_Keeper in other scripts on the same screen to refer to the shopkeeper. So if you hit a shelf with stuff that's inside the shop, you can place
say("Aaaargh!! Don't hit that stuff! It's my precioussss",&Shop_Keeper);
in the hit proc of the shelf, and the shopkeeper will say its text.
In the way Astral does it, it's more used as a flag than as a sprite reference. For example, in the hit proc of the shelf:
{
say("Die, shelf!",1);
&Shop_Keeper = 1;
}
Then in the talk proc of the shopkeeper:
{
if (&Shop_Keeper == 0)
{
say("Hello, mister", ¤t_sprite);
}
if (&Shop_Keeper == 1)
{
say("Hello, shelfhitter", ¤t_sprite);
}
}
And it'll say mister if you just speak to it, and shelfhitter if you've hit the shelf.
if you place &Shop_Keeper = ¤t_sprite in the main of the shopkeeper-script, you can then use &Shop_Keeper in other scripts on the same screen to refer to the shopkeeper. So if you hit a shelf with stuff that's inside the shop, you can place
say("Aaaargh!! Don't hit that stuff! It's my precioussss",&Shop_Keeper);
in the hit proc of the shelf, and the shopkeeper will say its text.
In the way Astral does it, it's more used as a flag than as a sprite reference. For example, in the hit proc of the shelf:
{
say("Die, shelf!",1);
&Shop_Keeper = 1;
}
Then in the talk proc of the shopkeeper:
{
if (&Shop_Keeper == 0)
{
say("Hello, mister", ¤t_sprite);
}
if (&Shop_Keeper == 1)
{
say("Hello, shelfhitter", ¤t_sprite);
}
}
And it'll say mister if you just speak to it, and shelfhitter if you've hit the shelf.
i got my exemple too lol
void talk( void )
{
if (&Shop_Keeper == 0)
freeze(1);
say_stop("`7 Seller talking!",¤t_sprite);
say_stop(" Dink talking!",1);
//stuff for your seller here
unfreeze(1);
&Shop_Keeper = 1;
}
{
if (&Shop_Keeper == 1)
freeze(1);
say_stop("`7 Seller talking2!",¤t_sprite);
say_stop(" Dink talking2!",1);
//stuff for your seller here
unfreeze(1);
}
I hope you will find out what to do with all the exemple lol
void talk( void )
{
if (&Shop_Keeper == 0)
freeze(1);
say_stop("`7 Seller talking!",¤t_sprite);
say_stop(" Dink talking!",1);
//stuff for your seller here
unfreeze(1);
&Shop_Keeper = 1;
}
{
if (&Shop_Keeper == 1)
freeze(1);
say_stop("`7 Seller talking2!",¤t_sprite);
say_stop(" Dink talking2!",1);
//stuff for your seller here
unfreeze(1);
}
I hope you will find out what to do with all the exemple lol
The first time you talk to it, it'll say the first text, the second time, and all following times it'll say the other text. However, you must add a "{" after a line with if, like this:
if (&Shop_Keeper == 0)
{
//wow
}
if (&Shop_Keeper == 0)
{
//wow
}
Now I am utterly confused.
WAIT - I get it, the New shopkeeper global becomes a story== for just the shop keeper, right?
That makes more sense.
Thanks
WAIT - I get it, the New shopkeeper global becomes a story== for just the shop keeper, right?
That makes more sense.
Thanks
That right and if your not able to make it work, post your whole script here (you can replace the texte by *...* if you dont want to spoil stuff)
we make it work!
we make it work!

I may be missing something here but wouldn't the easiest thing to do be change
(story == 1) TO
(story >= 1)
So that as long as story doesn't ever get reset back to 0 he will sell the items.
(story == 1) TO
(story >= 1)
So that as long as story doesn't ever get reset back to 0 he will sell the items.
If I understood him right he wants to have this certain discussion with the shopkeeper whenever Dink meets him for the first time, no matter what the story is. That means it isn't that simple... though it's still very simple.

"If I understood him right he wants to have this certain discussion with the shopkeeper whenever Dink meets him for the first time, no matter what the story is."
Yep, that's the sum of it. I figure that anyone who may play this one will be like me and go to the most circuitous route, meaning they may end up meeting the witch before the shop keeper. Through I did place the shop near where Dink comes on stage, that doesn't mean that the story won't progress before the player gets to the shop
Yep, that's the sum of it. I figure that anyone who may play this one will be like me and go to the most circuitous route, meaning they may end up meeting the witch before the shop keeper. Through I did place the shop near where Dink comes on stage, that doesn't mean that the story won't progress before the player gets to the shop
Then you should definately do as recommended above and use a seperate Global Value for the shopkeeper.
On a similar note does having lots of Global Variables casue significant slow downs on slower machines?, i have a relatively new box so i can't test this.
On a similar note does having lots of Global Variables casue significant slow downs on slower machines?, i have a relatively new box so i can't test this.
With the Blistering Pete Script which gives one options to pick from, plus Pete's Story plus a buy and sell dialog, I want to add a first time conversation:
For ease of use I selected the blistering Pete script (which will be used but the conversation will be different
) And changed the conversation. My attempts at using &Shopkeeper== doesn't seem to be working, I have froze the game, gotten that conversation every time, didn't get that conversation.
So I will start from scratch, using he blistering Pete Script with the Addition you all give, changing the conversation of course.
And the addition I guess would be:
***********************
freeze(1);
say_stop("`7 Seller talking!",¤t_sprite);
say_stop(" Dink talking!",1);
unfreeze(1);
*******************************
So how to I incorporate that using &Shop_Keeper = ?
Mind I will be using the example you give here in my script - changing the conversation and items where needed. So it needs to be a working script. I can't seem to get it working with what I do. Maybe I am missing the point - I learn best with example.
here is Pete's script:
*********************************
void main( void )
{ int &talker; &talker = 0; int &smell; &smell = random(3, 1); if (&smell == 1) { say_stop("`6Good day to ye sir.", ¤t_sprite); } if (&smell == 2) { say_stop("`6Arrr, I miss the sea ...", ¤t_sprite); }
}
void buys1( void)
{
int &junk = free_items();
if (&junk < 1) { choice_start() set_y 240 title_start();
You are carrying too much. title_end(); "Ok" choice_end() return; }
if (&gold < 400) { choice_start() set_y 240 set_title_color 6 title_start();
You don't have enough gold to buy this sword, landlubber! title_end(); "Ok" choice_end() return; }
&gold -= 400;
add_item("item-sw1",438, 7);
}
void buy( void )
{
buy: choice_start() set_y 240 set_title_color 6 title_start();
"Arrr, feast your eyes on these fine tools..." title_end(); "Longsword - $400" "Bomb - $20" "Clawsword - $2000" "Leave" choice_end()
if (&result == 1) { buys1(); unfreeze(1); goto mainloop; return;
} if (&result == 2) { buybomb(); unfreeze(1); goto mainloop; return;
}
if (&result == 3) { buysw2(); unfreeze(1); goto mainloop; return;
}
unfreeze(1); goto mainloop; return;
}
void buybomb( void)
{
int &junk = free_items();
if (&junk < 1) { choice_start() set_y 240 title_start();
You are carrying too much. title_end(); "Ok" choice_end() return; }
if (&gold < 20) { choice_start() set_y 240 set_title_color 6 title_start();
You don't have enough gold to buy this bomb, mate! title_end(); "Ok" choice_end() return; }
&gold -= 20;
add_item("item-bom",438, 3);
}
void buysw2( void)
{
int &junk = free_items();
if (&junk < 1) { choice_start() set_y 240 title_start();
You are carrying too much. title_end(); "Ok" choice_end() return; }
if (&gold < 2000) { choice_start() set_y 240 set_title_color 6 title_start();
Arr! You don't have enough gold to buy the Clawsword! title_end(); "Ok" choice_end() return; }
&gold -= 2000;
add_item("item-sw2",438, 20);
}
void talk( void )
{ freeze(1); freeze(¤t_sprite); choice_start()
(&talker == 0)"Ask about the store"
(&talker == 1)"Ask about Pete" "See what's for sale" "Leave" choice_end() if (&result == 1) { say_stop("Nice store here, what is it?", 1); wait(250); say_stop("`6What be this place ye ask? Can't ya tell?!", ¤t_sprite); wait(250); say_stop("`6This be Blistering Pete's weapons shop,", ¤t_sprite); wait(250); say_stop("`6Sharpest blades this side of the sea.", ¤t_sprite); &talker = 1; } if (&result == 2) { say_stop("Are you a pirate?", 1); wait(250); say_stop("`6Arr, I used to be ...", ¤t_sprite); wait(250); say_stop("`6one of the best I might add.", ¤t_sprite); wait(250); say_stop("Well, what are you doing here?", 1); wait(250); say_stop("Aren't you supposed to be out on the high seas collecting booty?", 1); wait(250); say_stop("`6I used to live that lifestyle, blood on me blade,", ¤t_sprite); wait(250); say_stop("`6rum in me gut, and plunder in the hold.", ¤t_sprite); wait(250); say_stop("`6But, a small run in with the Royal navy,", ¤t_sprite); wait(250); say_stop("`6has forced me to lay low for a while.", ¤t_sprite); wait(250); say_stop("`6But rest assured my treasure awaits me", ¤t_sprite); wait(250); say_stop("`6right where I buried it!", ¤t_sprite); wait(500); say_stop("`6Why are ye asking?", ¤t_sprite); wait(250); say_stop("Just, just wondering sir.", 1); } if (&result == 3) { f goto buy; //Stuff here } unfreeze(1); unfreeze(¤t_sprite);
}
void hit( void )
{ if (&story > 10) { say_stop("`6I'll kill ye, hero.", ¤t_sprite); } say_stop("`6Don't challenge me boy, I'll give you a wooden leg!!", ¤t_sprite);
}
************************************
For ease of use I selected the blistering Pete script (which will be used but the conversation will be different

So I will start from scratch, using he blistering Pete Script with the Addition you all give, changing the conversation of course.
And the addition I guess would be:
***********************
freeze(1);
say_stop("`7 Seller talking!",¤t_sprite);
say_stop(" Dink talking!",1);
unfreeze(1);
*******************************
So how to I incorporate that using &Shop_Keeper = ?
Mind I will be using the example you give here in my script - changing the conversation and items where needed. So it needs to be a working script. I can't seem to get it working with what I do. Maybe I am missing the point - I learn best with example.
here is Pete's script:
*********************************
void main( void )
{ int &talker; &talker = 0; int &smell; &smell = random(3, 1); if (&smell == 1) { say_stop("`6Good day to ye sir.", ¤t_sprite); } if (&smell == 2) { say_stop("`6Arrr, I miss the sea ...", ¤t_sprite); }
}
void buys1( void)
{
int &junk = free_items();
if (&junk < 1) { choice_start() set_y 240 title_start();
You are carrying too much. title_end(); "Ok" choice_end() return; }
if (&gold < 400) { choice_start() set_y 240 set_title_color 6 title_start();
You don't have enough gold to buy this sword, landlubber! title_end(); "Ok" choice_end() return; }
&gold -= 400;
add_item("item-sw1",438, 7);
}
void buy( void )
{
buy: choice_start() set_y 240 set_title_color 6 title_start();
"Arrr, feast your eyes on these fine tools..." title_end(); "Longsword - $400" "Bomb - $20" "Clawsword - $2000" "Leave" choice_end()
if (&result == 1) { buys1(); unfreeze(1); goto mainloop; return;
} if (&result == 2) { buybomb(); unfreeze(1); goto mainloop; return;
}
if (&result == 3) { buysw2(); unfreeze(1); goto mainloop; return;
}
unfreeze(1); goto mainloop; return;
}
void buybomb( void)
{
int &junk = free_items();
if (&junk < 1) { choice_start() set_y 240 title_start();
You are carrying too much. title_end(); "Ok" choice_end() return; }
if (&gold < 20) { choice_start() set_y 240 set_title_color 6 title_start();
You don't have enough gold to buy this bomb, mate! title_end(); "Ok" choice_end() return; }
&gold -= 20;
add_item("item-bom",438, 3);
}
void buysw2( void)
{
int &junk = free_items();
if (&junk < 1) { choice_start() set_y 240 title_start();
You are carrying too much. title_end(); "Ok" choice_end() return; }
if (&gold < 2000) { choice_start() set_y 240 set_title_color 6 title_start();
Arr! You don't have enough gold to buy the Clawsword! title_end(); "Ok" choice_end() return; }
&gold -= 2000;
add_item("item-sw2",438, 20);
}
void talk( void )
{ freeze(1); freeze(¤t_sprite); choice_start()
(&talker == 0)"Ask about the store"
(&talker == 1)"Ask about Pete" "See what's for sale" "Leave" choice_end() if (&result == 1) { say_stop("Nice store here, what is it?", 1); wait(250); say_stop("`6What be this place ye ask? Can't ya tell?!", ¤t_sprite); wait(250); say_stop("`6This be Blistering Pete's weapons shop,", ¤t_sprite); wait(250); say_stop("`6Sharpest blades this side of the sea.", ¤t_sprite); &talker = 1; } if (&result == 2) { say_stop("Are you a pirate?", 1); wait(250); say_stop("`6Arr, I used to be ...", ¤t_sprite); wait(250); say_stop("`6one of the best I might add.", ¤t_sprite); wait(250); say_stop("Well, what are you doing here?", 1); wait(250); say_stop("Aren't you supposed to be out on the high seas collecting booty?", 1); wait(250); say_stop("`6I used to live that lifestyle, blood on me blade,", ¤t_sprite); wait(250); say_stop("`6rum in me gut, and plunder in the hold.", ¤t_sprite); wait(250); say_stop("`6But, a small run in with the Royal navy,", ¤t_sprite); wait(250); say_stop("`6has forced me to lay low for a while.", ¤t_sprite); wait(250); say_stop("`6But rest assured my treasure awaits me", ¤t_sprite); wait(250); say_stop("`6right where I buried it!", ¤t_sprite); wait(500); say_stop("`6Why are ye asking?", ¤t_sprite); wait(250); say_stop("Just, just wondering sir.", 1); } if (&result == 3) { f goto buy; //Stuff here } unfreeze(1); unfreeze(¤t_sprite);
}
void hit( void )
{ if (&story > 10) { say_stop("`6I'll kill ye, hero.", ¤t_sprite); } say_stop("`6Don't challenge me boy, I'll give you a wooden leg!!", ¤t_sprite);
}
************************************
This is not the reason that your script fails, but you do not want &talker as a local. Basically, every time you walk on the screen, main() will run and set &talker to 0. Then you will get the first conversation again. You need to create a global in main.c.
When you post any script on the board never use modify button because it change some commande!
For the script ...I see what i can do...
(It wont take so long...)
-Astral
For the script ...I see what i can do...
(It wont take so long...)
-Astral
void main( void )
{
int &talker;
&talker = 0;
int &smell;
&smell = random(3, 1);
if (&smell == 1)
{
say_stop("`6he say this when you enter the screen", ¤t_sprite);
}
if (&smell == 2)
{
say_stop("`6 2em choice ", ¤t_sprite);
}
}
void buys1( void)
{
int &junk = free_items();
if (&junk < 1)
{
choice_start()
set_y 240
title_start();
You are carrying too much.
title_end();
"Ok"
choice_end()
return;
}
if (&gold < 400)
{
choice_start()
set_y 240
set_title_color 6
title_start();
You don't have enough gold to buy this sword, landlubber!
title_end();
"Ok"
choice_end()
return;
}
&gold -= 400;
add_item("item-sw1",438, 7);
}
void buy( void )
{
buy:
choice_start()
set_y 240
set_title_color 6
title_start();
"Arrr, feast your eyes on these fine tools..."
title_end();
"Longsword - $400"
"Bomb - $20"
"Clawsword - $2000"
"Leave"
choice_end()
if (&result == 1)
{
buys1();
unfreeze(1);
goto mainloop;
return;
}
if (&result == 2)
{
buybomb();
unfreeze(1);
goto mainloop;
return;
}
if (&result == 3)
{
buysw2();
unfreeze(1);
goto mainloop;
return;
}
unfreeze(1);
goto mainloop;
return;
}
void buybomb( void)
{
int &junk = free_items();
if (&junk < 1)
{
choice_start()
set_y 240
title_start();
You are carrying too much.
title_end();
"Ok"
choice_end()
return;
}
if (&gold < 20)
{
choice_start()
set_y 240
set_title_color 6
title_start();
You don't have enough gold to buy this bomb, mate!
title_end();
"Ok"
choice_end()
return;
}
&gold -= 20;
add_item("item-bom",438, 3);
}
void buysw2( void)
{
int &junk = free_items();
if (&junk < 1)
{
choice_start()
set_y 240
title_start();
You are carrying too much.
title_end();
"Ok"
choice_end()
return;
}
if (&gold < 2000)
{
choice_start()
set_y 240
set_title_color 6
title_start();
Arr! You don't have enough gold to buy the Clawsword!
title_end();
"Ok"
choice_end()
return;
}
&gold -= 2000;
add_item("item-sw2",438, 20);
}
void talk( void )
{
freeze(1);
freeze(¤t_sprite);
choice_start()
if (&Shop_Keeper == 0)"Ask about stuff you want him to say only one time!"
if (&Shop_Keeper == 1)"other stuff he will say only after you talked to him one time"
"See what's for sale"
"Leave"
choice_end()
if (&result == 1)
{
say_stop("`6seller choice1 he say only this onse ", ¤t_sprite);
wait(250);
say_stop("dink too ", 1);
&Shop_Keeper = 1;
}
if (&result == 2)
{
say_stop("`6he will always say that ", ¤t_sprite);
wait(250);
say_stop("dink too ", 1);
}
if (&result == 3)
{ f
goto buy;
}
unfreeze(1);
unfreeze(¤t_sprite);
}
void hit( void )
{
say_stop("`6stuff he say when you hit it!.", ¤t_sprite);
}
it only work if you have &Shop_Keeper as a global variable...
try it ok!
-Astral
{
int &talker;
&talker = 0;
int &smell;
&smell = random(3, 1);
if (&smell == 1)
{
say_stop("`6he say this when you enter the screen", ¤t_sprite);
}
if (&smell == 2)
{
say_stop("`6 2em choice ", ¤t_sprite);
}
}
void buys1( void)
{
int &junk = free_items();
if (&junk < 1)
{
choice_start()
set_y 240
title_start();
You are carrying too much.
title_end();
"Ok"
choice_end()
return;
}
if (&gold < 400)
{
choice_start()
set_y 240
set_title_color 6
title_start();
You don't have enough gold to buy this sword, landlubber!
title_end();
"Ok"
choice_end()
return;
}
&gold -= 400;
add_item("item-sw1",438, 7);
}
void buy( void )
{
buy:
choice_start()
set_y 240
set_title_color 6
title_start();
"Arrr, feast your eyes on these fine tools..."
title_end();
"Longsword - $400"
"Bomb - $20"
"Clawsword - $2000"
"Leave"
choice_end()
if (&result == 1)
{
buys1();
unfreeze(1);
goto mainloop;
return;
}
if (&result == 2)
{
buybomb();
unfreeze(1);
goto mainloop;
return;
}
if (&result == 3)
{
buysw2();
unfreeze(1);
goto mainloop;
return;
}
unfreeze(1);
goto mainloop;
return;
}
void buybomb( void)
{
int &junk = free_items();
if (&junk < 1)
{
choice_start()
set_y 240
title_start();
You are carrying too much.
title_end();
"Ok"
choice_end()
return;
}
if (&gold < 20)
{
choice_start()
set_y 240
set_title_color 6
title_start();
You don't have enough gold to buy this bomb, mate!
title_end();
"Ok"
choice_end()
return;
}
&gold -= 20;
add_item("item-bom",438, 3);
}
void buysw2( void)
{
int &junk = free_items();
if (&junk < 1)
{
choice_start()
set_y 240
title_start();
You are carrying too much.
title_end();
"Ok"
choice_end()
return;
}
if (&gold < 2000)
{
choice_start()
set_y 240
set_title_color 6
title_start();
Arr! You don't have enough gold to buy the Clawsword!
title_end();
"Ok"
choice_end()
return;
}
&gold -= 2000;
add_item("item-sw2",438, 20);
}
void talk( void )
{
freeze(1);
freeze(¤t_sprite);
choice_start()
if (&Shop_Keeper == 0)"Ask about stuff you want him to say only one time!"
if (&Shop_Keeper == 1)"other stuff he will say only after you talked to him one time"
"See what's for sale"
"Leave"
choice_end()
if (&result == 1)
{
say_stop("`6seller choice1 he say only this onse ", ¤t_sprite);
wait(250);
say_stop("dink too ", 1);
&Shop_Keeper = 1;
}
if (&result == 2)
{
say_stop("`6he will always say that ", ¤t_sprite);
wait(250);
say_stop("dink too ", 1);
}
if (&result == 3)
{ f
goto buy;
}
unfreeze(1);
unfreeze(¤t_sprite);
}
void hit( void )
{
say_stop("`6stuff he say when you hit it!.", ¤t_sprite);
}
it only work if you have &Shop_Keeper as a global variable...
try it ok!
-Astral
Thank you -Astral!
I been putting that global in the wrong places!
This is so hard to figure out for me, odd, I can do Calc and Trig no problem, these DinkC is lost on me.
LOL Oh well such is life.
Again thanks!
David
I been putting that global in the wrong places!
This is so hard to figure out for me, odd, I can do Calc and Trig no problem, these DinkC is lost on me.
LOL Oh well such is life.
Again thanks!
David
"choice_start()
(&life < &lifemax) "I need to be healed, I'm hurt"
(&life >= &lifemax) "I'm just dandy" "Leave"
choice_end()"
^--This is from the "dinkc.txt" file that comes with the CD.
So you might not want those if statements... they probably work, but you might have problems.
Edit:
For some reason Seth forgot to mention that you put a semi-colon after choice_start() and choice_end().
(&life < &lifemax) "I need to be healed, I'm hurt"
(&life >= &lifemax) "I'm just dandy" "Leave"
choice_end()"
^--This is from the "dinkc.txt" file that comes with the CD.
So you might not want those if statements... they probably work, but you might have problems.
Edit:
For some reason Seth forgot to mention that you put a semi-colon after choice_start() and choice_end().