So. Would, if I put my choicescript_stats file in here, someone be able to have a look to see if I have done anything wrong, so I can use it as a guide to fix everything? Would have put it in ult newbe codeing, but keeps saying I can’t reply anymore. So. Yeah.
Here is the stats file.
*label my_stat_page
My mental records
*choice
*if (stat_page !=0) # my_stat_page.
*set stat_page 0
*goto my_stat_page
*if (stat_page!=1) # ${mc_fullname}, esencials.
*set stat_page 1
*goto esencials
*if (stat_page !=2) #My tangibles.
*set stat_page 2
*goto tangibles
*if (stat_page !=3) #relationships.
*set stat_page 3
*goto my_relationships
*if ((stat_page !=4) and (pack_desc =true)) # pack_infermation.
*set stat_page 4
*goto pack_infermation
*if (stat_page!=5) # character_infermation.
*set stat_page 5
*goto character_infermation
# return to the game
*finish [I]Back to the game
*label esencials
${mc_fullname}, esencials
*stat_chart
text mc_first name
text mc_surname surname
text mc_fullname fullname
text mc_hairlength hairlength
text mc_haircolor haircolor
text mc_hairstyle hairstyle
text mc_eyecolor eyecolor
text mc_hight hight
text mc_build build
Personality
*stat_chart
opposed_pair mind
heart
opposed_pair team_player
independent
opposed_pair direct
indirect monipulative
opposed_pair bold
shigh
opposed_pair genuine
sarcastic
opposed_pair stoic
expressive
opposed_pair friendly
reserved
opposed_pair pragmatic
sentimental
opposed_pair charming
intimidating
opposed_pair easyGoing
stubborn
opposed_pair impulsive
cautious
*goto my_stat_page
*label tangibles
${mc_fullname}, tangible statistics.
*stat_chart
percent people people
percent combat fighting
percent perception perception
percent tech science and technolagy
*goto my_stat_page
*label my_relationships
personal_relationships
*stat_chart
percent t_name name
percent l_name name
percent n_name name
percent d_name name
percent a_name name
percent a_title title
percent i_name name
percent g_name name
percent k_name name
*goto my_stat_page
*label pack_infermation
pac records
*stat_chart
text t_name name
text t_surname clanname
text t_fullname fullname
text t_rank rank
text t_gender gender
text t_hight hight
text t_hairlength hairlength
text t_haircolor haircolor
text t_hairstyle hairstyle
text t_eyecolor eyecolor
text t_build build
text t_accent accent
*page_break${l_fullname}
*stat_chart
text l_name name
text l_surname surname
text l_fullname fullname
text l_rank rank
text l_hairlength hairlength
text l_haircolor haircolor
text l_hairstyle hairstyle
text l_eyecolor eyes
text l_hight hight
text l_build build
text l_skincolor skincolor
*page_break ${n_fullname}
*stat_chart
text n_name name
text n_surname surname
text n_fullname fullname
text n_rank rank
text n_hight hight
text n_hairlength hairlength
text n_haircolor haircolor
text n_hairstyle hairstyle
text n_eyecolor eyes
text n_build build
text n_accent accent
text n_skincolor skin
*page_break ${d_fullname}
*stat_chart
text d_name name
text d_surname surname
text d_fullname fullname
text d_rank rank
text d_gender gender
text d_hairlength hairlength
text d_haircolor haircolor
text d_hairstyle hairstyle
text d_eyecolor eyecolor
text d_hight hight
text d_build build
text d_accent accent
text d_skincolor skincolor
*goto my_stat_page
*label character_infermation
Ant Ivy.
*stat_chart
text i_name name
text i_surname surname surname
text i_fullname fullname
text i_hair hair
text i_build build
text i_hight hight
text i_skincolor skincolor
*stat_chart
text k_name name
text k_surname surname
text k_fullname fullname
text k_hairlength hairlength
text k_haircolor haircolor
text k_hairstyle hairstyle
text k_eyecolor eyecolor
text k_hight hight
text k_build build
*stat_chart
text a_name name
text a_surname crewname
text a_hairlength hairlength
text a_haircolor haircolor
text a_hairstyle hairstyle
text a_hight hight
text a_build build
text a_eyecolor eyecolor
text a_skincolor skincolor
*stat_chart
text g_name name
text g_surname boundname
text g_fullname fullname
text g_hairlength hairlength
text g_haircolor haircolor
text g_hairstyle hairstyle
text g_eyecolor eyecolor
text g_hight hight
text g_build build
*stat_chart
text i_name name
text i_surname bloodname
text i_hairlength hairlength
i_haircolor haircolor
i_hairstyle hairstyle
text i_hight hight
text i_eyecolor eyecolor
text i_skincolor skin
*stat_chart
text sk_name name
text sk_surname surname
text sk_fullname fullname
text sk_hairlength hairlength
text sk_haircolor haircolor
text sk_hairstyle hairstyle
text sk_eyecolor eyecolor
text sk_hight hight
text sk_build build
Also. Could anyone tell me how to have stuff like haircolor, hairlength, etc display something like:
Long dark braded hair.
Something like that. In mine, it displays like a military report, which doesn’t work as well in the current story.
Thanks.
I’m not getting an error message, it’s just that the stats are not displaying the way I want them to display ass. And I’m not sure how to alter them so that they display the way I want them to display.
Ah gotcha. I think by military design you mean something like:
Hair color-blah blah blah
Eye color- blah blah blah
etc.
Right? If you want it to look more like what you were describing, just put the variables in order of how you want them to display. For example, from my dead WIP lol:
Name: $!{honorific} $!{name}
I have this. In game it appears as
Name: King Jacob
In the example you mentioned with hair (using your variables) try this:
Name: $!{sk_surname} $!{sk_name}
Description: $!{sk_hairstyle} ${sk_haircolor} ${sk_hairlength} hair with ${sk_eyecolor} eyes. Is ${sk_hight} with a ${sk_build} build.
(Also, for future reference, ‘hight’ is spelled ‘height’)
Not quite sure what I am doing wrong. Followed your instructions and currently have:
text i_fullname $!{i_fullname}
Currently showing as:
ivy Hawthorn: Ivy Hawthorn
Need to keep the text name, I think? Gives me arrors if I just go with the !{variable name}
Unless I need to remove the !?
It really depends on what you want the screen to look like! If you want the colored bars that show percentages, do the *stat_chart command. If you just want a value, you can just do something like Perception: ${perception} which shows a numeric value after the named stat. You can also set up blocks of *if statements with written descriptions of the values like this:
Perception:
*if (perception > 90)
Eyes of an eagle
*if (perception > 50)
Above average sight
*if (perception = 50)
Average vision
*if (perception > 10)
Below average sight
*else
Blind as a bat
*line_break
The above should line up your preferred description (likely a lot more creative and extensive than mine) immediately to the right of “Perception:” and the *line_break command ensures that the next piece of your stat page will be below the perception stat.
As far as design… that’s something you’ll have to plan ahead for or do a lot of adjusting as you write. I’d encourage you to use most, if not all, of the stat bar if you choose to use those. It can be confusing and frustrating if you are playing and never get a stat over 30. You’ll probably be able to get a lot more feedback about that when you release your demo though, so don’t get stressed about it for now!
Before I forget, there are ways to address this as well! It requires you to make a few more notes on the backend, but you can do some cool things with multiselect! For the example of hair:
In the startup.txt, we need to create a variable for hair like so: *create hair 0 . I add a comment line above this that will track the state of this variable like so: *comment 1 -> bald | 2 -> short | 3 -> medium | 4 -> long
Now, when I am putting the character creator together in chapter 1, I have a list of options for hair length:
Then, in my stats page, I can have a written description of the character using multiselect command ( @{variable option1|option2|option3} ). It can be written like this:
$!{characterName} is a ${ManWomanPerson} with @{hair a bald head | short hair | medium hair | long hair}.
Let’s say the character is Wally who is a man and has short hair (aka hair = 2). It would read in the stats page as Wally is a man with short hair.
aposed_pair mind
heart
aposed_pair direct
indirect
Something like that, though I revamped most of it now. Only wanted the aposed_pair so the correct stat, say heart when I have a choice that affects mind, would be changed.
Like I said earlier, just make sure you have it inside of a *stat_chart and ensure you’ve spelled the command correctly (opposed_pair). When you actually write things out in your story you will have to change the proper variable, so if something were to make you more direct you can have *set direct %+10 and if you have something that makes you indirect you can do *set direct %-10. This can get confusing, so I’d recommend renaming the variable to something like indirectDirect and then it’s more clear that a smaller value is indirect and a larger value is direct. Then, your stat chart should be set up like this to ensure things are showing up properly:
*stat_chart
opposed_pair indirectDirect
Indirect
Direct
No, you need to have it in a *stat_chart like I showed you for the opposed pair to work. You can have a stat chart with just one variable inside of it though
Indented under the *stat_chart command, you use opposed_pair and the name of the variable you want to display. Indented under that you put the display names, the left (red) name on the first line and the right (blue) name on the second.
To sum it up one more time in template form:
*stat_chart
opposed_pair variable_name
Left Display Name (Red)
Right Display Name (Blue)
Remember, for an opposed pair, you only need one variable
heart
heart
Excerpt_end
Indents in excerpt might be a bit off, it’s good in the document though. The only problem is, I’m getting, the chart is showing:
mind 50% mind 50%
heart 50%
ETC down the list.
Unsure quite how to get it to just reflect the 1, and not duplacits.
Think I got the basics that stuff fixed now. Might add some flavour text for relationships, but if I do that, will do that later down the line once I’ve got the actual story portion figured out, so yeah.
Thanks for all your help with this stuff.