I hope this hasn’t been discussed, since I’ve poked around and couldn’t find anything specific to this…
Say we have an opposed pair measure of a Good-Evil stat, and neither one of the extremes may reach full bar. Each end needs to be capped at 90 as the stats constantly change throughout the game based on player’s decisions.
I am also displaying the opposite value in the Show Stat screen at all times, rather than the default that shows only the value of the first attribute of the opposed pair; I think it’s helpful if the player may see how they are doing on both attributes. I mean they would know that the second attribute is always complementing the first one to a total point of 100, but seeing both of values displayed is kind of nice addition.
So what I thought is I need to put something like this right after the stat is updated.
*label test You have one minute to call the police, or escape. *choice #Call the police. *set good +10 *if good>90 *set good 90 *set evil (100-good) *goto callpopo #Escape. *goto escape
I wonder if the checking is something I have to always put everytime the stat changes, or if there’s an easy workaround to that? Please advise.
(just for testing the smileys, this is me at the moment confused with coding -> :-W )
Thanks in advance, guys.