Reply to Re: Story== question
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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);
}
************************************