Jump to content

Photo

Stackable Bait Item


  • Please log in to reply
5 replies to this topic

#1 Red Phazon

Red Phazon

    Adept

  • Members

Posted 29 October 2007 - 12:46 AM

Pretty simple question; With the item editor, is it possible to create a stackable bait item or edit the bait so you can have more than one at a time like bombs? I assume it's possible with scripting, but I don't know how to script or use scripts yet. This is very important in deciding what I'm going to do with my quest.

#2 Evile

Evile

    Dolphinslayer

  • Members

Posted 29 October 2007 - 12:49 AM

Might be able to assign it to a counter. I'll check it out and see if I can make sense of it.

If you can make separate a counter on the subscreen and you set a counter reference to match that counter in the bait item, then it seems possible. And set the increase amount to 1. I haven't tested this but it seems possible.

Edited by Evan the great, 29 October 2007 - 12:53 AM.


#3 Red Phazon

Red Phazon

    Adept

  • Members

Posted 29 October 2007 - 01:01 AM

Thanks. I guess I'd better go learn how to use the subscreen editor now. XD

#4 Evile

Evile

    Dolphinslayer

  • Members

Posted 29 October 2007 - 01:02 AM

Yeah, that might be handy icon_xd.gif It should work though, I'll go test it and confirm.

I got it to work, kinda...
IPB Image
I just can't figure out how to make it use which counter.

Edited by Evan the great, 29 October 2007 - 01:13 AM.


#5 Joe123

Joe123

    Retired

  • Members

Posted 29 October 2007 - 02:49 AM

You have to use scripting to interface with custom counters at the moment.
Not that I know how to, just I know that you do.

#6 Joe123

Joe123

    Retired

  • Members

Posted 29 October 2007 - 06:20 PM

Actually, this should be really simple to script.

Something like a script that says:
CODE
item script bait1{
    int counterno = 0;
    void run(){
    Game->Counter[counterno] += 1;
    }
}

for the script number in the 'pickup' area of the item editor and a script that says:
CODE
item script bait1{
    int counterno = 0;
    void run(){
    Game->Counter[counterno] -= 1;
    }
}

in the script number of the 'use' area of the item editor

where you set the '0' to be the number of the counter you are using.
I haven't tried this, but I don't see why it wouldn't work.

Edited by Joe123, 29 October 2007 - 06:25 PM.



0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users