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//**************************************************************************
//**
//** Line types 215
//**
//**************************************************************************
script 215(int tag)
{
if (CheckInventory("Communicator"))
{
int message= tag/100;
int quest = tag%100;
if (CheckInventory(questtokens[quest-1])) // questtokens are items 312 and up
{
// set current log message to LOGxxx
// play sound 'VOCxxx ; xxx=message
print(s:"Incoming Message from BlackBird...");
clearlinespecial();
}
}
}
The sigil pieces are a little tricky. Inside the single player game they never appear as items. When you kill the programmer or one of the spectres emerging from other characters an upgrade is automatically given to the player. For the separate pieces as items I can only guess. I think that each one gives the respective sigil's stage to the player if he is at a lower one.
If you want to see how this is handled in single player you have to look at the item dropping code in P_KillMobj because it is there that the pieces are given to the player.