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Player Status Boo with Kimmons Dialogue Generator
So I'm making a simple game in which you talk to characters and "give them objects", which are not 3D objects or game objects, just imaginary, spoken about in the dialogue. However, if you don't talk to people in the right order, you can't progress in the game, because you have to find the person who has an item that someone else will want. Does this make sense? I'm just trying to program the dialogue so that, once a character has talked to the correct person, they will "gain an item" and when they talk to the next person, they will have a new choice in the dialogue, which allows them to "give the item."
So far I have a Playerstatus boo script that works with "haveitem" type stuff. When I go up to a character, get to the write dialogue screen, how would I script it so that the player now "gains" an item?
Your help would be much appreciated!!!
Answer by Loius · Nov 05, 2010 at 02:48 AM
Call a function on the player that adds an item.
playerObject.AddItem( "Super" );
I don't know Boo, but it should be pretty simple to translate from UnityScript from the little I've seen of it.
Your player script would have something like
var items : Array = new Array();
function AddItem( item : String ) { items.Add( item ); }
function HasItem( item : String ) : boolean { return items.Contains( item ); }
you should also add a verification to not give the item if the player already got it, and the npc dont accept an item that it already received. A few booleans should do the trick.
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