Reply to The Wanted Shop Scripts Final Part
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// Sample store that buys things
// If you reuse this code, feel free to take out all these comments.
void main( void )
{
//first we need to declare all the variables we'll use for
//counting how many of what dink has.
int &bomb;
int &nut;
int &water;
int &scroll;
int &bonesw;
}
void talk( void )
{
freeze(1);
startok:
//then we need to actually store the number of each item
//dink has in the appropriate variable.
&bomb = count_item("item-bom");
&nut = count_item("item-nut");
&water = count_item("paxwater");
&scroll = count_item("paxscrol");
&bonesw = count_item("paxbone");
//you can change set_y if you need more room for the
//message at the top or more space for items. and you
//can chnage set_title_color if you don'y like orange.
choice_start()
set_y 140
set_title_color 4
title_start();
"Welcome to <store's name here>"
"What do you want to sell?"
title_end();
"Nothing"
(&bomb > 0)"Bomb - $10"
(&nut > 0)"Nut - $1"
(&water > 0)"PaxWater.c - $3"
(&scroll > 0)"PaxScrol.c - $5"
(&bonesw > 0)"PaxBone.c (a sword) - $300"
choice_end()
//normally Dink is allowed to sell things back for half what they cost
//but you don't have to do it that way.
if (&result == 1)
{
unfreeze(1);
return;
}
if (&result == 2)
{
kill_this_item("item-bom");
//kill the item.
&gold += 10;
//add the gold. Very simple.
//Just make sure you give the right amount of gold back.
goto startok;
}
if (&result == 3)
{
kill_this_item("item-nut");
&gold += 1;
goto startok;
}
if (&result == 4)
{
kill_this_item("paxwater");
&gold += 3;
goto startok;
}
if (&result == 5)
{
kill_this_item("paxscrol");
&gold += 5;
goto startok;
}
if (&result == 6)
{
kill_this_item("paxbone");
&gold += 300;
goto startok;
}
say_stop("If Dink says this something is wrong!", 1);
//probaby you have more items in the menu than you have
//blobks of code for handling them.
done:
unfreeze(1);
return;
}
// If you reuse this code, feel free to take out all these comments.
void main( void )
{
//first we need to declare all the variables we'll use for
//counting how many of what dink has.
int &bomb;
int &nut;
int &water;
int &scroll;
int &bonesw;
}
void talk( void )
{
freeze(1);
startok:
//then we need to actually store the number of each item
//dink has in the appropriate variable.
&bomb = count_item("item-bom");
&nut = count_item("item-nut");
&water = count_item("paxwater");
&scroll = count_item("paxscrol");
&bonesw = count_item("paxbone");
//you can change set_y if you need more room for the
//message at the top or more space for items. and you
//can chnage set_title_color if you don'y like orange.
choice_start()
set_y 140
set_title_color 4
title_start();
"Welcome to <store's name here>"
"What do you want to sell?"
title_end();
"Nothing"
(&bomb > 0)"Bomb - $10"
(&nut > 0)"Nut - $1"
(&water > 0)"PaxWater.c - $3"
(&scroll > 0)"PaxScrol.c - $5"
(&bonesw > 0)"PaxBone.c (a sword) - $300"
choice_end()
//normally Dink is allowed to sell things back for half what they cost
//but you don't have to do it that way.
if (&result == 1)
{
unfreeze(1);
return;
}
if (&result == 2)
{
kill_this_item("item-bom");
//kill the item.
&gold += 10;
//add the gold. Very simple.
//Just make sure you give the right amount of gold back.
goto startok;
}
if (&result == 3)
{
kill_this_item("item-nut");
&gold += 1;
goto startok;
}
if (&result == 4)
{
kill_this_item("paxwater");
&gold += 3;
goto startok;
}
if (&result == 5)
{
kill_this_item("paxscrol");
&gold += 5;
goto startok;
}
if (&result == 6)
{
kill_this_item("paxbone");
&gold += 300;
goto startok;
}
say_stop("If Dink says this something is wrong!", 1);
//probaby you have more items in the menu than you have
//blobks of code for handling them.
done:
unfreeze(1);
return;
}






