# Number Reading / Spelling Function

Hey there.

So, I was reading ITFO, where you get your dynamic numbers neatly spelled out, and I was like “hey, I want this in my game too!”

So I wrote some code for it. It’s probably pretty crude, but… it works. And to make the most of my suffering, I’d like to share it with you:

Instructions:

(Assuming that the number reading function code is saved in a separate file called tech_number_reading_functions; you can, of course, call the file anything you want, just change it appropriately in gosub_scene.)

NUMBER = number you want to have spelled out

NUMBER_SPELLED = temp for the result (spelled out number). Can also be a normal var of course

*set number_count_1 length(NUMBER)
*set number_count_1b NUMBER
*temp NUMBER_SPELLED number_count_1_result_total

After that, if NUMBER is 123, the sentence

“Numeric value \${NUMBER} spelled out is \${NUMBER_SPELLED}.”

would give this result:

“Numeric value 123 spelled out is one hundred and twenty-three.”

There are three different settings for this code.

ON (*set number_reading_function_mode 1) means that, when called, the number reading function will spell out all numbers smaller than or equal to a billion.
Numbers above one billion will be given as “more than a billion”.

OFF (*set number_reading_function_mode 0) turns the function completely off (duh), numbers will stay numeric.

HYBRID (*set number_reading_function_mode 2) is the same as ON, but numbers above one billion will stay numeric.

To use this function, you also need to declare the following vars in your startup.txt (you can just copy&paste from here):

*create number_count_1 0
*create number_count_1b 0
*create number_count_1_1 0
*create number_count_1_2 0
*create number_count_1_3 0
*create number_count_1_4 0
*create number_count_1_5 0
*create number_count_1_6 0
*create number_count_1_7 0
*create number_count_1_8 0
*create number_count_1_9 0
*create number_count_1_result_total “”
*create number_count_1_result_0 “”
*create number_count_1_result_1 “”
*create number_count_1_result_2 “”
*create number_count_1_result_3 “”
*create number_count_1_result_4 “”
*create number_count_1_result_5 “”
*create number_count_1_result_6 “”
*create number_count_1_result_7 “”
*create number_count_1_result_8 “”
*create number_count_composite_ones_tens_done false
*create number_count_composite_ten_thousands_thousands_done false
*create number_count_composite_ten_millions_millions_done false
*create number_0 “zero”
*create number_1 “one”
*create number_2 “two”
*create number_3 “three”
*create number_4 “four”
*create number_5 “five”
*create number_6 “six”
*create number_7 “seven”
*create number_8 “eight”
*create number_9 “nine”
*create number_10 “ten”
*create number_11 “eleven”
*create number_12 “twelve”
*create number_13 “thirteen”
*create number_14 “fourteen”
*create number_15 “fifteen”
*create number_16 “sixteen”
*create number_17 “seventeen”
*create number_18 “eighteen”
*create number_19 “nineteen”
*create number_20 “twenty”
*create number_30 “thirty”
*create number_40 “fourty”
*create number_50 “fifty”
*create number_60 “sixty”
*create number_70 “seventy”
*create number_80 “eighty”
*create number_90 “ninety”

(number_reading_function_mode can be set to 0, 1 or 2 here depending on what you want as default.)

• “There’s a mistake/something is missing!” Where? What? Please tell me!
• “This could’ve been done way easier, by simply doing xyz” Yeah, that’s what I thought. Wish I would’ve researched for more than 10 seconds before starting this, but what’s done is done.
• “Someone already did this!” Really? I didn’t find anything in the abovementioned 10 seconds. Fml I guess
• “Why up to a billion? Nobody needs that…” Probably true. It was only supposed to go up to… I don’t remember, but a far more sensible, lower number. Then I thought I accidentally missed some numbers, so I expanded, then I saw it was now capable of even bigger numbers, got confused, and went all in.

Feel free to do with this code whatever you want.

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