Hey I’ve been trying to add a few of my stats together (which were randomly put together if this helps) and I put this.
*set visible ((mental)+(age))
The thing is however when I go to my stat screen mental could be 7 and age could be 10 be it would give me an outrageous number like visible: 5439 I tried this multiple times and got something similar.
We would need to see all operations involving these variables as they might be strings and each digit might be being added together to form a string of concatenated numbers instead of a proper numerical operation.
No that all that’s there is rest of it’s is just coding, text, and *if statments.
I don’t know I wanted the player to know what they rolled mentally since they could possibly turn off the roll feature (they would choose their own age)
The age and mental age are used to tell your visible age and let the player know how they looked to others caused it would affect how other characters treated you. It would be weird if the character was 3 with the mental age of 5 looking over 100 years old (mentioning this made me realize something however) and thank you for mentioning that also.
That still doesn’t explain why the numbers are in the thousands.
I copied your code into CSIDE and don’t get results that high.
Are there really no other lines of code that influence the variables visible, mental, and age? Like Szaal said, it’d be helpful if we could get a look at the rest of the code for troubleshooting.
There is literally no other code it’s all I have aside from 3 choices which have nothing to do with this code. I downloaded a new file and tested it out on blank game(No code aside from the code mentioned above), I wanted to test it before I implemented it into my own game.
The only other thing I’m noticing is that if the maximum mental age you’re having a label for to display it to the reader is 5, then you should put
*rand mental 1 5
instead of mental 1 10.
Right now, if the (mental > 5) (so = 6, 7, 8, 9 or 10), the code will jump to *label jess11 and display “You are 1” but the value is actually a higher number.
As I mentioned before, you’ll have it easier if you do it just like this:
Your age is ${age}.
Your mental age is ${mental}.
This will automatically output the value of the variables as rolled by the die.
None of that solves your problem with the endresult for visible being in the thousands. It’s not for me when testing the code in CSIDE, so I’m at a loss.
Even if you don’t think the rest of the code is important, it’s really best to just show it all to us. All the code in your test file and all the code that’s in the stats file, just so that we can make sure.
*create mental 0
*create age 0
*create visible 0
*create name ""
*label z
What's your name?
*input_text name
*goto y
*label y
Oh so your name is $!{Name}
*choice
#Yup
*goto x
#Nope
*goto z
*comment Remind Jess about the next chapter
*label x
Not like that matter anyways I just need to test something for another game. Not like this choice matters either.
*choice
#Oh well
*goto w
#Oh well
*goto w
*label w
*rand age 1 10
*if (age = 1)
*goto jess
*if (age = 2)
*goto jess1
*if (age = 3)
*goto jess2
*if (age = 4)
*goto jess3
*if (age = 5)
*goto jess4
*if (age = 6)
*goto jess5
*if (age = 7)
*goto jess6
*if (age = 8)
*goto jess7
*if (age = 9)
*goto jess8
*if (age = 10)
*goto jess9
*label jess
You are 1
*goto yy
*label jess1
You are 2
*goto yy
*label jess2
You are 3
*goto yy
*label jess3
You are 4
*goto yy
*label jess4
You are 5
*goto yy
*label jess5
you are 6
*goto yy
*label jess6
You are 7
*goto yy
*label jess7
You are 8
*goto yy
*label jess8
You are 9
*goto yy
*label jess9
You are 10
*goto yy
*label yy
*page_break
*rand mental 1 10
*if (mental = 1)
*goto jess11
*if (mental = 2)
*goto jess111
*if (mental = 3)
*goto jess21
*if (mental = 4)
*goto jess31
*if (mental = 5)
*goto jess41
*label jess11
You are 1
*goto end
*label jess111
You are 2
*goto end
*label jess21
You are 3
*goto end
*label jess31
You are 4
*goto end
*label jess41
You are 5
*goto end
*label end
*page_break
Ok this is the end
From my experience (using CSIDE), the variables are not case sensitive, just what you set them to is. But having a variable {age} and then writing
${age}
${AGE}
${aGe}
will all output the value of the variable {age}.
What did give me an error in CSIDE was that the choice options in label x were identical, but that could be just CSIDE.
About this:
*stat_chart
text visible (mental + age)
This results, for me, in this because what’s after the second space changes the displayed text:
(mental + age): 0
I’d do something like this instead:
*set visible (mental + age)
*stat_chart
text visible
Also, I know I’m repeating myself, but about
*rand mental 1 10
Is “mental” supposed to be able to be any number from 1 to 10? If yes, then you’ll need to add more of your *if age = X for the missing numbers 6, 7, 8, 9, 10.
Ok I’ve fix the ${name} although it never has given me trouble before I should probably change it on my other games just in case.
Mental is 1 to 5 for now I’m gonna make it larger layer I just want this to work first. The choices work fine it might be a warning from C-SIDE just in case someone accidentally wrote a question twice. Gonna try the suggestion by you and @Gower.