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James's Item question

 
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Mon Aug 16, 2004 1:11 pm    Post subject: James's Item question Reply with quote

James said:
Quote:
This also leads me to a thought-- and this is not just plotscripting related: What about situations when your item list fills up. The item list has 201 slots, which can contain up to 99 of any item. There can be duplicates. You could fill your entire list up with 19899 "Potion1" items if you really wanted to. But what happens when you try to add one more item? The current behavior is to ignore the new item. it is lost. But what if it is a mission-critical item? A key? The ultimate weapon? Something that sets a tag that you need to move on in the game? A player could get themselves stuck in any game by hyper-overstocking on cheap items and then missing out on important items later.


I was gonna say, "Tell the player his bag is full and make him re-get the item." But that means you have to undo whatever script/text box was done, doesn't it..? I guess that would be possible, but too much trouble to do. Undoing text boxes wouldn't be too much trouble, really, and you could just have the "give item" script return false if the inventory is full.

Eh... That's one way, anyway.
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Dan the Man Entertainment




Joined: 31 May 2003
Posts: 204

PostPosted: Mon Aug 16, 2004 1:57 pm    Post subject: Reply with quote

Make the item have an own item tag. In the next text box, set it so that it goes to the next storyline textbox. The textbox after the item textbox should say something like:

Quote:
Your bag is full. Discard a group of items for this item.


There's a solution.
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