Yeah, how I wrote it, I don’t want to player to return to that point anymore as he does not wants to interact with the met character. I think I just overcomplicated it all. I will follow @Szaal 's advice and finish what I have in the coming week and post it.
just set a variable and name it whatever you want. for an example of not spending more than what you have:
*fake_choice
#Buy a dope fanny pack
*if money > 10
Nice! You got a new fanny pack! Pretty dope!
*if money < 10
Bummer dude.... no fanny pack for you! You need some money.
#Don't buy a dope fanny pack
just change out the values and text, that will work for most things
Hi @ArchivistAlpha096 , congratulations for your effort. I had a look at it, but the code is very dense and rather hard to analyze. Where are the two constants 51 and 50 coming from?
The 50 and51 come from the 2 relationship stats. Figured I should the “highest_relationship_stat” 1 above the “friendship_stat” just to keep things focused.
Yeah, it is. I didn’t bother double spaceing it, because it’s ment to be strictly backround code.
Ok, I’m confused. I’m running my code on firefox. Also. Seems it wants you to uploade the entire folder now, which I don’t like utch. Anyway. I have this:
*set k_gender "female"
I don’t know why it’s giveing me an arror, and am somewhat confused as to what’s going on here? So… Yeah…
Time to resurrect this for a little help: how do you code does not equal into an *if? I think it was something with an equal sign and a backslash but I don’t know specifics.
Hello, various and sundry coders. I was doing some playtesting for my game in the publication queue and realized the below subroutine code doesn’t cover if someone has more than one of these stats at an equal level; an epilogue chunk failed to trigger because it required one of the four to be in place. Any thoughts on how to force it to pick one if there are multiple at an equal level?
Very quick thoughts.
I presume the epilogue text uses IF to see which is higher and displays the relevant text? You could have a final ELSE which either displays a default or uses RAND to select any of the texts that meet the criteria of bei g equal to the highest.
Does your code not have a highest stat value at all times though? Presumably as soon as one stat gets a value, your code will set it as the highest. That will then change over the course of the game. If at the end of the game there are two stats tied, then the highest stat will be whichever became the highest first? As the second one wasnt higher and didnt alter the variable.
I’m going to bed in a few minutes, but I’ll take a look tomorrow and see if I understand the problem (at a first glance it should always work by picking the first highest stat it encounters, in the oder of the ifs,but I’m prolly missing something).
The first if is redundant because you initialize it to intimidate so it does nothing.
I kind of solved something like that by checking equals before checking who’s greater than.
For my dice game, if all tie then there’s no need to check if someone wins, and if there’s a tie and no one got a better score then there’s a tie and no one wins.
There are 5 players in total, so first I check ties between 2, then 3, then 4 and finally 5. That alone are like 200 lines of code, but this one is maybe a little bit more complex cause it determines if there’s a winner above the ties.