Dropping
GDGDGD
08 Dec 2006, 17:25I am new to quest and kinda confused:S im not sure if u can do this but i set a string variable named myweapon to None and made the display too the problem is if i change the variable to Short Sword when he drops the short sword the display still says short sword...ive tried everything i need help!!does anyone know how to solve this?
Elexxorine
08 Dec 2006, 21:06Post your code. If you don't know how to get to this code, open notepad and open your game with it. Just copy and paste it here.
GDGDGD
09 Dec 2006, 01:14???why i want to know how to do this all i put so far is
define variable <myweapon>
type string
value<None>
display<Weapon: !>
end define
and under object Short Sword in use i put myweapon = Short Sword
can anyone help me?
define variable <myweapon>
type string
value<None>
display<Weapon: !>
end define
and under object Short Sword in use i put myweapon = Short Sword
can anyone help me?
MaDbRiT
11 Dec 2006, 10:10Hi GD
I can't make any sense whatsoever of what you are asking for help with here. I suspect no-one else can either, or someone would have at least tried to help you.
Please explain EXACTLY what effect you are trying to achieve within your game. Your code and explanations (so far) don't make this at all clear, so explain what you want to happen and that will give the rest of us a clue.
Basically, If we know what you are actually trying to do, we may be able to help.
Al
I can't make any sense whatsoever of what you are asking for help with here. I suspect no-one else can either, or someone would have at least tried to help you.
Please explain EXACTLY what effect you are trying to achieve within your game. Your code and explanations (so far) don't make this at all clear, so explain what you want to happen and that will give the rest of us a clue.
Basically, If we know what you are actually trying to do, we may be able to help.
Al
Elexxorine
11 Dec 2006, 11:00Have you put in any custom commands in as well? Post these for us.
witch wyzwurd
12 Dec 2006, 12:58I'm going to attempt to sort out the question here...
GDx3, if I'm understanding you correctly, you're trying to say: When player has Short Sword, then player's Inventory should show Short Sword, but after player drops Short Sword, then player's inventory shouldn't display the phrase Short Sword.
If my interpretation is correct, then your understanding of "use" is being confused with the command "take." If a player "takes" an object it will show in player's inventory. Once the player has an object, they can then "use" it, unless you create a conditional statement for the term "use," such as: if use Short Sword, then give player Short Sword and print msg Player swings sword... By giving the object to the player, it will appear in their Inventory.
If you don't want the player to take the sword, but just simply be able to use it, then don't give it to them.
To drop the Short Sword and eliminate it from the player's Inventory, then lose <Short Sword>.
The only other possibility I can fathom is you want the player to say: "use Short Sword" which causes the term "Short Sword" to appear in Inventory... then a message displays in Game-Window stating something like, "You swing the Short Sword and create minor injuries"... then the term Short Sword disappears from the Inventory: to show you once had the sword while you used it, but afterwards it's taken away.
Read the QDK Guide for Take, Drop, or Use.
String Variables require # # notations.
And for <None>, well... <Not ASL>
GDx3, if I'm understanding you correctly, you're trying to say: When player has Short Sword, then player's Inventory should show Short Sword, but after player drops Short Sword, then player's inventory shouldn't display the phrase Short Sword.
If my interpretation is correct, then your understanding of "use" is being confused with the command "take." If a player "takes" an object it will show in player's inventory. Once the player has an object, they can then "use" it, unless you create a conditional statement for the term "use," such as: if use Short Sword, then give player Short Sword and print msg Player swings sword... By giving the object to the player, it will appear in their Inventory.
If you don't want the player to take the sword, but just simply be able to use it, then don't give it to them.
To drop the Short Sword and eliminate it from the player's Inventory, then lose <Short Sword>.
The only other possibility I can fathom is you want the player to say: "use Short Sword" which causes the term "Short Sword" to appear in Inventory... then a message displays in Game-Window stating something like, "You swing the Short Sword and create minor injuries"... then the term Short Sword disappears from the Inventory: to show you once had the sword while you used it, but afterwards it's taken away.
Read the QDK Guide for Take, Drop, or Use.
String Variables require # # notations.
And for <None>, well... <Not ASL>