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castman's Profile

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castman
Peasant Male Brazil
Some day I'll finish my mod... Some day... 
Hi, my name is Daniel, I'm Brazilian but I don't know any monkey.

I'm currently thinking about start (over again) to Mod, well, that's not much but my first romp is coming, later, a quest to continue it's story.

See you later

Private Message
MSN Daniel_CastMan@hotmail.com

2009-12-17 14:00:00
knightgl.gif
castman
Peasant Male Brazil
Some day I'll finish my mod... Some day... 
Thank you everybody

What I want to do is was MsDinkalot said, a chest to store items, but my new mod is already using lots of variables, if I need to create another one to identify each item on the chest I'll overbound the variables limt soon

Using variables I already know how to do, just something like this:

void talk ( void )
{
store:
&ssword = count_item("item-sw1");
&csword = count_item("item-sw2");
&lsword = count_item("item-sw3");

choice_start();
...
"Which item would you like to lay on the trunk?"
(&ssword > 0) "Simple Sword"
(&csword > 0) "Claws Sword"
(&lsword > 0) "Light Sword"
...

if (&result == 1)
{
kill_this_item("item-sw1");
&sword1stored = 1;
goto store;
}
if (&result == 2)
{
kill_this_item("item-sw2");
&sword2stored = 1;
goto store;
}
... ...

As you can see I would have to create on MAIN.C a new variable to each item, and the number would be the quant of this item on the chest.

I want something like this:

void talk ( void )
{
store:
&ssword = count_item("item-sw1");
&csword = count_item("item-sw2");
&lsword = count_item("item-sw3");

choice_start();
...
"Which item would you like to lay on the trunk?"
(&ssword > 0) "Simple Sword"
(&csword > 0) "Claws Sword"
(&lsword > 0) "Light Sword"
...

if (&result == 1)
{
kill_this_item("item-sw1");
: ave to chest "item-sw1" += 1::
goto store;
}
if (&result == 2)
{
kill_this_item("item-sw2");
: ave to chest "item-sw2" += 1::
goto store;
}
... ...

So the chest would have the item name instead of variables and numbers... I still haven't found any way to do this, but I've seen so many awesome scripts from people here that I tough someone already did something like it...

Which game got that "items trunk"? If he didn't used variables would be a solution

Thank you and Good Game,
Castman

castman has released 4 files

TitleCategoryAvgUpdated
Darklands Cliffs 'n' RoadDevelopment, GraphicsGood 8.0September 4th, 2011
Goblin Wars - Breaking PointD-Mod, RompFair 6.3July 17th, 2011
Dink Smallwood FreeMapDevelopment, UtilityExceptional 9.0November 9th, 2010
Dink Smallwood at the City of the DeadD-Mod, DemoFair 6.3December 29th, 2007

castman has written 4 reviews

TitleFileTypeScoreDate
The Last Quest - The Last Quest Part 1: The OraculumNormalFair 6.5November 7th, 2016
Quest Log Review Item - Quest LogNormalGood 8.5December 14th, 2009
YouīRe Lyna(MilderīS Widow) And 10 of the KingīS Knights have Disapeared Lyna's StoryNormalExceptional 9.9May 16th, 2006
ItīS Like the Old Arcade Game Dink RacerNormalFair 5.0February 27th, 2006

castman has taken 2 screenshots

ScreenshotFileDate
Preview Darklands Cliffs 'n' RoadSeptember 4th, 2011
Preview Dink Smallwood at the City of the DeadJanuary 3rd, 2008