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: