*label ap3moves
*if passtoken10 > 0
*goto no11
*if passtoken11 > 0
*goto no10
*label no11
${no11name} smoothly.
*if no11mability > opgkprmability
*goto goalfinish
*if no11mability < opgkprmability
${no11name} tried but missed
Good save by the keeper!
*else no11speed > opgkprspeed
*goto goalposition
*label no10
${no10name} smoothly.
*if no10mability > opgkprmability
*goto goalfinish
*comment ....
*if no10mability < opgkprmability
${no10name} tried but missed
Good save by the keeper!
*else no10speed > opgkprspeed
*goto goalposition
What I did was moving the randoms to different labels like goalfinish / goalposition.
This part is actually inside ap3move which is 3rd phase of action flow - the maturation happens if each phase randoms passes the limit I set for outcome.
For e.g. defence interception points lower than those go the ball etc.
Actually to make it consistent with story flow I decided a binary structure;
Main scene file with story based initial randoms & several results or comments consequence of random rolls consistent with the flow.
So it’s going through and back to it’s relevant gosub file - also gosub file will goto that specific scene - two way interaction.
As the story progresses the event variables has to improve so planning to have level based gosubs .( Or may be have a very systematically organized longer one - I will see depending on the need and performance stability)
So I wanted to assign randoms to each movext let say ; at the background movext random variable with it’s outcome will be able to call that random explanation and result from library(gosub or scene text etc) file.
Hope I did lay out clearly.