Ahaha... Me, I don't exactly understand what it is you want to happen. ^^; Could you describe it in more detail, please? And I only know of Phoenix Wright being a linear story, so I don't understand how it would affect the storyline, save for the progression... If you want dialogue to change, you shohuld use JQuartz' example. C:
i am confused, can anyone tell me how to make command where the user get an item and then use it on some object?
Do you mean-- if the player has a certain item, they can open a new menu choice? You can use variables in menus, too, if you want! :o
Code: Select all
label look_through_drawers:
$ important_item = "key"
"I rummage through the drawers. Inside, I find a gold key, with oddly-shaped prongs."
return
label look_through_ref:
$ important_item = "cheese"
"I open the refrigerator door. Inside, a slice of cheese."
"It could be useful..."
return
label do_you_have_key:
menu:
"Hmmm. There's an oddly-shaped keyhole here..."
"Use the key." if important == "key":
"I put the key inside. A perfect fit. I turn the knob, and head inside."
jump scene2
"Put the cheese in the keyhole!!" if important_item == "cheese":
"Ingenious. Because this is the most absurd choice, it must be the right answer!!"
"I take out the slice of cheese, and stuff it into the keyhole. It oozes through and ultimately jams the keyhole with all its cheesy goodness."
".... Nothing happens."
"Well, a lot of good that did. I'm permanently stuck in this room and now I have nothing to eat."
jump gameover
"I'll come back later.":
jump search
Similarly, you can just use True or False and assign multiple variables for each item, or even use renpy.input instead of just toggling variables, if you want the player to present an actual password. :D Example:
Code: Select all
menu:
"Check the computer":
$ gift = "key"
m "looks like somekind of password, but who put password in big computer screen?"
jump choice1
"Open the door":
m "lets try it"
jump door
label door:
m "is it locked?"
$ use = renpy.input("What should I use to open the door?", "None", length=20)
if gift == "key" and use == 'key':
m "It worked!"
if use == 'key':
m "I don't have a key!!"
return
else:
m "looks like it FAIL"
jump FAIL :(
Here, you need to find the key to be able to use it. xD Is something like this what you want?