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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
[Adonthell-general] Translations?, Nils Fohrbeck, 2003/01/19