With version 2.0 of Hallow Eve done, I have come back to my interactive dreaming project which utilizes Erik Temple’s Glimmr tools. Last night I found something I don’t understand. Basically, I’m trying to have some elements in my scenic window graphic change when things happen in the game. In this example, I have 2 images. One is a garage with a bucket visible, one is an empty garage. When the player takes the bucket (removing it from the Garage room) I want the scenic window to display the empty garage.
This works (specifying on one scenic window image):
[code]Garage is a room. Garage is north of House. The description of Garage is “Blah blah old greasy garage.”.
The blue bucket is a container. There is blue bucket in Garage. The description of blue bucket is “An ordinary blue plastic blue bucket.”
Check looking in Garage:
Now the image-ID of the scenery-container is Figure of GaragePic1;
[/code]
This does not (trying to check for 1 of 2):
[code]Garage is a room. Garage is north of House. The description of Garage is “Blah blah old greasy garage.”.
The blue bucket is a container. There is blue bucket in Garage. The description of blue bucket is “An ordinary blue plastic blue bucket.”
Check looking in Garage:
if the blue bucket is in Garage begin;
now the image-ID of the scenery-container is Figure of GaragePic1;
else if the blue bucket is not in Garage;
now the image-ID of the scenery-container is Figure of GaragePic2;
end if;
[/code]
Any idea as to why this is? Can I just not use a ‘check’ in this fashion? Is there some other way to go about this for the desired effect? I’m having no problem changing the image-ID when moving from room to room, or even after carrying out an action. However, in this case I can’t just use “carry out taking the blue bucket… now image-ID is garagePic2” because it will revert back to GaragePic1 whenever the player 'look’s again. Thanks in advance for any help. I’m still having a lot of fun playing with these tools.
EDIT: Fixed code per Erik’s post below.