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Ok. My problem goes like this:
current &story value is 0.
Dink must read a note before being able to get the pig food. If he hasn't red a note, &story should remain 0, and when he talks to the sack of pig food, he just leaves a comment and you can continue.
If he red a note (&story = 1), when he talks to sack, he gets a choice meny: take it, or leave it.
My problem is:
no matter story is 0, choice meny is shown, and whatever choice I make, effect is the same (not to mention that pig sack is represented like staircase in itemscreen, and when you use it, dink throws nothing).
Can you tell me whats wrong with the code i've attached to pig feed sack?
Since it contains so many if statements, maybe I have putted '{}' symbols on wrong places.
The code:
current &story value is 0.
Dink must read a note before being able to get the pig food. If he hasn't red a note, &story should remain 0, and when he talks to the sack of pig food, he just leaves a comment and you can continue.
If he red a note (&story = 1), when he talks to sack, he gets a choice meny: take it, or leave it.
My problem is:
no matter story is 0, choice meny is shown, and whatever choice I make, effect is the same (not to mention that pig sack is represented like staircase in itemscreen, and when you use it, dink throws nothing).
Can you tell me whats wrong with the code i've attached to pig feed sack?
Since it contains so many if statements, maybe I have putted '{}' symbols on wrong places.
The code:
void talk(void) { freeze(1); if(&story == 0); { say("Pig food, for pig feeding", 1); unfreeze(1); } if(&story == 2); { choice_start(); "Take the sack" "Leave it be" choice_end(); if(&result == 1); { say("I might need that... again", 1); add_item("item-pig", 428,2); sp_nodraw(¤t_sprite); unfreeze(1); kill_this_task(); } if(&result == 2); { say("No way I touch that thing again in my life", 1); unfreeze(1); } unfreeze(1); }