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Thread: Saving Items

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    Saving Items

    I'm making a level where you have to battle a monster, and you takes turns: You go first, then the monster does a random move, then you choose, etc. But also in the game, there's a shop where you can buy weapons(Laser Gun, Axe, etc.) then use them in the battle. I used global values, like for when you buy a Laser Gun, add to Global Value C 1. Then, in the battle, when you click on 'Items' a pop-up menu comes up with a list of items, but the text for all items end with a (0), so you know that you have none. But I made it so that if Global Value C = 1, set text to 'Pop-up (1, Laser Gun (1))', then the same goes for if you Global Value C =2, =3, etc. I have an item you can buy called a 'Health Pill' which can be accessed in battle to heal you a little bit. I did the same thing with the Laser Gun, though I used Global Value E(Since I made Global Value D the axe). The only problem is it always displays that you have 0 Health Pills even if you bought some. I'm guessing this is because it checks Global Value C first, but I'm clueless otherwise. Any suggestions?

  2. #2
    Clickteam Clickteam
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    Re: Saving Items

    You can give your global values and strings names so that might make it a little easier for people to understand.

    Certainly the problem is just something in your events and without people seeing the events I don't know how much anyone can help.

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