Game Development Reference
In-Depth Information
Now let's say you purchased it. What then? Let's go home and create a new table,
name it Inventory . I did three rows, and three columns:
• The first column I made is Text , which will be the name of the item
or weapon
The second one is an Integer , which will be the damage it inflicts
Finally, the third is a Boolean , which will show if you own it or not
Let's go back to our merchant scene. In the rule where the player accepted and had
enough coins, drag in a Change Table Value behavior. The way I had it set up, he
would be getting a flame thrower, so that's row two; and we want to turn it on so the
column would be three, and obviously the value would be changed into True . Then
drag in a Save Table behavior, and select the Inventory table:
 
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