I wanted to know if one of these games can have ‘text skills’ obtained through play?
for example (Fire Bolt = True)
And can a player acquired it during the game, by having the required stat level?
for example (and I’m editing off the intro doc here):
#Learn Fire Bolt
*if Magic > 15
You learn Fire Bolt.
Any help you guys could give me would be much appreciated!
Yes. You’d need to set it up in the startup.txt file:
*create firebolt false
Then when you get to that point in the story you can put
*if magic >15
____*set firebolt true
____You learn Fire Bolt
And then because that’s now put as ‘true’, anytime later you could have a scene where you can go:
____You use the Fire Bolt spell
Cool! Thanks man
Are those ‘____’ tabs?
I want to make a story that has a lot of elements taken from anime and part of it is acquiring power & techniques, based on stats.
Yes, those are meant to be tabs, it just won’t let me use actual tabs!
If u lads dont mind me joining i wanna learn to code in CoG so do u guys know what should i learn first basics, tips and stuff??
LOL I’m new myself, so I wouldn’t know what to tell ya XD
Are stats limited at 100? or can you go higher?
There’s a couple of things that might be helpful:
This is the official choicescript tutorial
This is a helpful one on setting up names and genders for characters
And the choicescript wiki (http://choicescriptdev.wikia.com/wiki/Index) is good because it has details on pretty much all the functions.
@Araziel Percents are limited to 100. You can however go past 100, but you’ll be looking at a stat bar that stretches past the screen and very much not pretty. Thus gosub stat limits come into being, along with fairmath. Numbers and such, which are also stats, are not limited to 100, however negatives become the main problem.
Scribblesome has you covered on the tutorials. If you’re looking for anything else, simply click the magnify class in the top right corner and search your question. If you still can’t find an answer than feel free to ask it again as you’ve done already. Although chances are your question has already been asked.
As far as stats go I was looking at no more than 4 digit numbers, would that work?
Love u bro i really wanna learn and i know i cant write so i either learn to write or code a iteractive novel lol
@Araziel Sorry for the late reply. In what way do you mean by 4 digit numbered stats? Numbers in general can get as long as you want them. However, when you say percent, think of it as the bar that it is. 100 marks its max, any higher/lower than 0 for that matter, and you’re entering a realm far beyond our understanding.
Though to properly get what you’re looking/asking for I’ll need a better picture.
Well I’m thinking of examples like
Though I am considering a vague letter based system
You can do either. In fact that letter system may be on the borders of ingenious simplicity.
text Strength (SSS)
text Strength (1,000)
The parenthesis aren’t included when you’re coding just to note. As for these codes, that’s how they would look in your stat page. You would create them how you want them to show up.
*create strength “”
*set strength “SSS”
You would probably have to make a numerical chart to keep track of those letters. How many points till it “upgrades”
else you would simply need to…
*create strength 0
-You would probably have to make a numerical chart to keep track of those
letters. How many points till it “upgrades”-
How would I do this?
*comment The gosub command goes after the stat changes.
*if (points >= 100)
*set strength "A"
*if (points >=500
*set strength "S"
*if (points >=1000
*set strength "SSS"
*comment Assuming strength is created like so to ensure its a text.
*create strength ""
*comment the below would be how you would code it in choicescript stats
Something along those lines.
Note the numerical part would be the “points” noting how many of whatever you’re using, in order to track the amount needed to “upgrade rank”.
This is based on my original question, can I set a skill to unlock at a
specific stat value?
That would be the point of the *if commands… and the >,<,=
for specific stats.
I was meaning as more of a passive unlock, one that simply gives it to you
when you reach the level in the stat needed.
Yes, that’s what I’ve explained.
Though if you’re specifically wanting it to passive unlock… simply put all that information into your choicescript_Stat page…
*From earlier: *gosub (whatever_you_name_the_section_with_this_code)
It’ll automatically check whenever the player checks their stats (passive).
I downloaded the stuff for making the game, but this file is missing: ‘startup.txt’
EDIT: Found it XD