| "SmokNiszczyciel" said:Maybe because of original image size in pixels? Anyway, item scale in Notrium is also a mystery to meI'm having problems with item sizes on maps!
  
 Sometimes they're so small, that they're not visible... and sometimes they're bigger than map
   . It has so plenty places to set it that I'm confused about which one takes place... 
 However, I must correct myself on my previous post. You see, it looks like you'll have to create TWO scripts for each item transition. Like this (still not sure if it may work):
 
 Start item1 giving conversationA;// this is the launch script<new ID>;//identifier
 1;//run without calling = yes because of condition I selected, maybe there is other way
 0;//call position = player location
 0;//calling creature = player
 300;//run every n milliseconds - set other time if not appropriate
 none;//message
 0;//message type - N/A
 none;//sound, none for nothing
 0;//delay script for n seconds after conditions met
 1;//disabled after first use = yes
 begin_conditions;
 14;// creature (in this case - player?) is nearer to
 <the NPC who gives you item>;// NPC class or type, see manual
 <your preferred distance>;// than this distance
 <other conditions if you want>
 ...
 end_conditions;
 begin_effects;
 47;// start dialog
 <dialog ID from dialogs.dat>;// conversationA
 0.000000;// nothing :D
 0.000000;// nothing :D
 0.000000;// nothing :D
 29;// run script that gives the item after conversation time
 <script ID from scripts.dat>;// Give item1 after conversationA;
 0.000000;// check conditions = no - I guess all conditions should go above
 0.000000;// nothing :D
 0.000000;// nothing :D
 end_effects;
 
 
 Give item1 after conversationA;// this is the script that gives the item after conv. time
 <new ID>;//identifier
 0;//run without calling = no
 0;//call position = player location
 0;//calling creature = player
 300;//run every n milliseconds - who cares, it doesn't run without calling
 none;//message
 0;//message type - N/A
 none;//sound, none for nothing
 <converstion time, [sec]>;//delay script for n seconds after conditions met
 0;//disabled after first use = NO - this one is not needed, you can give same item but from other launch script
 begin_conditions;
 end_conditions;
 begin_effects;
 16;//give item
 <item ID from items.dat>;// item1
 <amount of that item>;
 <inventory number>;// most generally, zero for default inventory
 0.000000;// nothing :D
 end_effects;
 
 |