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Re: [Adonthell-general] Inventory with the dialogue system?


From: joël vennin
Subject: Re: [Adonthell-general] Inventory with the dialogue system?
Date: Sun, 19 Jan 2003 22:54:24 +0100

On Sun, 19 Jan 2003 19:43:10 +0100
Nils Fohrbeck <address@hidden> wrote:
> Something else:
> 
> As far as a very basic item system is concerned I came up with someting 
> (should be good enough fo a simple use key with lock thing). We can use the 
> existing dialogue editor as a "semifake" item system!
> 
> See this example:
> 
> When you talk to the right person you get a key for a chest. You would have 
> an extra button that you can press to open up a dialogue box containing a 
> picture of your backpack (whre you would usually have the picture of the 
> person you're talking too) and a list of all the items you are carrying 
> (where you 
> would normally have the dialogue). This Backpack view is used only to check 
> your inventory (additional functionality could be added later on). In this 
> case 
> it would only state something like "rusted key".  
> 
> Now once the player walks up to the chest a dialogoue box opens which states 
> "Looks like the chest is locked" giving the choice of "I will leave it alone" 
> and "Let us see if I have something usefull in my backpack". If the player 
> chooses "Let us see if I have something usefull in my backpack" the inventory 
> appears, and if the player then selects the "rusty key" entry from the list, 
> the chest opens.
> 
> I hope this was explained well enough. And I hope implementing something like 
> that is really as easy as it sounds (I know it is always horrible when the 
> non coders give 'useful advice').
> 
Yep no problem about this ... I think that is ok about a dialog box with all 
contains of the user bag .... Scroll and get information about all item in his 
bag ...
Still a week before i'm restarting to work on adonthell (currently exam period 
... )

++

Jol








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