Trying to create a power list


#1

I’m trying to create a stats section for a list of powers. To show those that have been attained and those that haven’t been.

For example, I want it to look kind like this when you view it:
Healing - Acquired- Can not heal wounds, blah, blah, etc.
Healing Advanced - Can not heal fatal wounds, etc.
Echo - Unknown.

What would be the best method of achieving this screen?

Should I use boolean such as
*create healing true
or use fairmath
*create healing 0

Then for putting it in the stats screen should it look like this?

*temp healing_text ""
*if (healing < 1)
    *set healing_text "Unknown"
    *goto healing
*else (healing = 1)
    *set healing_ text "Can heal wounds quickly and fatal wounds over time, can heal others from non-fatal injuries over time, and can slightly improve durability. 
    *goto healing
*label screen
*choice
   #Powers
        *stat_chart
            text healing_text Healing
        *goto screen

That look correct? That’s using the fairmath way, not even sure how to do it boolean style lol. Hope thats enough info to get what im shooting for.


#2

Fairmath is used to ensure that values never drop below zero or rise above 100. I’m not a fan of using it, I’d rather keep values within limits myself…

You’d need to use *elseif rather than *else in that context. You shouldn’t follow *else with a condition, it’ll never be checked.

BUT…

If you only want to show text for powers that have been attained and you use a variable to hold the power’s current level, you could use something like…

@{(healing + 1) Unknown|text for level 1|text for level 2| etc}

You use vertical bars to delimit the strings for each ‘level’. Elements start at 1 so we have to add 1 to ‘healing’ since your initial value was zero and that will cause an error.


#3

Can ppl obtain both [healing] and [advanced healing]? Or is it one of them an upgraded version of the other?


#4

Ok this is what I’m gonna try because mine def broke the game.

@Szaal You can,get both if you so choose. It’s like a power tree in which you select branching options.


#5

In that case, you’ll want separate boolean vars for each of the power. IIRC, you’ve got like 5 or 6 powers in your WIP, no?

It’ll be just a matter of checking whether the player has unlocked relevant skill or not.

However, if you’re looking to spice things up by adding a skill lvl-up system, instead of boolean, use simple number (integer). Something like *create healing 0/1/2.


#6

How would that work for skill checks?


#7

Just as you would with normal boolean. But instead of *if healing, it’ll be *if healing >= 1. This way, you can make interesting fail, ok, success, and big success scenarios for your checks.

Of course if it’s not your thing, you can stick with boolean.