Have a variable (maybe called "bought") that you set to something other than zero when you have bought it. Use "if bought >0 " tests around any actions.
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Or, to avoid variables, hide the sprite and only show it when it is bought in an interaction with an unconnected sprite.
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Here's an idea for how to do this: You could have a "bag" on the screen that shows what items you have, and move an item to the bag when you buy it. Then you could test whether the item was touching the color of the bag to see whether they have it yet or not.
<3
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for example, if the item was an axe that cost 100 money things, then
try this:
when I recieve [buy axe]
if<(money>100)>
set axe's bought to (1)
change money by (-100)
else
say [not enough money]
When I recieve [use axe]
if<(bought=1)[/blocks]>
broadcast [axe used]
change enemy health by (pick random(15)to(20))
if<(bought=0)[/blocks]>
say [you don't have the axe]for(2)secs
Last edited by boinoinoi (2008-04-24 09:54:49)
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