Gave it a shot without the delay! I think my big critique still stands: I’m not making meaningful decisions when I fight and it takes a very, very long time to resolve. I did the math – 152 clicks minimum to win! There are only so many hours in the day!
Unrelated!
Today I coded a small non-replaceable deck of random options that will exhaust itself eventually. A simplified recreation:
*if (convo_1)
*if (convo_2)
*if (convo_3)
*bug ran out of convos!
*label convo_check
*if (convo = 1)
*if (convo_1 = true)
*set convo +1
*else
*goto convo_1
*if (convo = 2)
*if (convo_2 = true)
*set convo +1
*else
*goto convo_2
*if (convo = 3)
*if (convo_3 = true)
*set convo 1
*goto convo_check
*else
*goto convo_3
*label convo_1
*comment convo_1
*goto convo_end
*label convo_2
*comment convo_2
*goto convo_end
*label convo_3
*comment convo_3
*goto convo_end
*label convo_end
*rand convo 1 3
*return
Figured it might be a bit confusing because convo = 1 and convo_1 = true and *label convo_1 are all referring to different things lol. So I did a quick search on the forum to see how other people had coded similar issues and found a post from myself, eight years ago, where I coded this in almost exaclty the same way:
Really interesting to see that I’m basically the same person I was then. Only difference is that I know about the bug with the *rand variable now. Oh and it just increments it by 1 rather than rerolling which guarantees that it’ll cycle through all the options until it finds an unused one. Randomtest might freak out if you reroll too many times.
