Fahk yeah, concatenation.
*temp player_id "char_001"
*temp char_001_name "Melisande"
*temp char_001_force_stat "10"
*temp char_001_charm_stat "10"
*temp char_001_reason_stat "10"
*temp char_001_favored_stat "charm"
*label concat_test
*temp player_id_name player_id & "_name"
*temp player_id_name {player_id_name}
*temp player_force_stat player_id & "_force_stat"
*temp player_force_stat {player_force_stat}
*temp player_charm_stat player_id & "_charm_stat"
*temp player_charm_stat {player_charm_stat}
*temp player_reason_stat player_id & "_reason_stat"
*temp player_reason_stat {player_reason_stat}
*temp player_favored_stat player_id & "_favored_stat"
*temp player_favored_stat {player_favored_stat}
*if player_favored_stat = "force"
*temp player_favored_stat_base player_force_stat
*goto concat_continue
*if player_favored_stat = "charm"
*temp player_favored_stat_base player_charm_stat
*goto concat_continue
*else
*temp player_favored_stat_base player_reason_stat
*goto concat_continue
*label concat_continue
${player_id}
${player_id_name}
${player_force_stat}
${player_charm_stat}
${player_reason_stat}
${player_favored_stat}
${player_favored_stat_base}
IT WOORKS. Character lists are a go. Now I can also call on any character without having to look up the specific char_id_(number) and a whole mess of *gosubs but by simply typing something like:
*set player_id “char_04”
*set opponent_id “char_12”
at the start of every challenge.
A concat block needs to exist only once, in the challenge script itself, completely uninvolved from the plot scenes. The character variables need to be set into one long list in startup.txt, but it’s now easier to figure in individual stat growth and training.
I didn’t realize this was actually possible the first time we tried this.