Ultimate Noob Coding

I’m not entirely sure what I did wrong, but I figured it out :joy:

*if (blue)
  *goto_scene blue_party
*if not(blue)
  *goto_scene red_party

There are some IFs that use simple numbers in the stat page to express something like relationship points (as opposed to the usual bar graph).

Ex:
Friendly: 5
Flirt: 2

This probably sounds simple, but can someone tell me how I can do this?

Yes, all you need to do is write

Status:

Friendly: ${friendship_points}
*line_break
Flirt: ${charisma_points}
*line_break 
etc...

Thanks! That makes a lot of sense, actually

So, what I’m trying to do is compare a variable to itself (duh) and see if there is a change, then if there is a change, use that change to cause some *if text to appear.

Currently, the only way I know how to do this would be…

*if (Var <= blah)
*goto blah
*else
*goto blah2

*label blah
*set blah +5
*goto blahblah

*label blahblah

TEXT

*label blah2

DIFFERENT TEXT

But this isn’t particularly efficient (I think) and also isn’t really comparing the change in the variable, just seeing if it fits a certain parameter beforehand. Is there a better way to do this?

Edit:

For added context, I am looking to see if the MC heals for this text. The healing is the important bit here as the actual health before or after healing is unimportant.

*if (Var <= blah)
    HEAL TEXT
    *set blah +5
*else
    DIFFERENT TEXT

CONTINUATION TEXT

That’s how i would do it, no need for labels, just use intendentions!

I’d use two variables current_health and max_health.

Then you could do things like this.

The bandit attacks with his short sword.
*if (swordplay)
    You block him.
*if not (swordplay)
    His sword cuts your leg.
    *set current_health -5

*if (current_health < max_health)
    You are wounded.
    *goto next_scene
*else
    You are unharmed.
    *goto next_scene

Could you use this instead…

*if (Health < 100) [assuming your max is at 100]
  TEXT 
  *set Health +5
  *goto Blah
*else
  TEXT
  *goto Blah

… for less variables required? I’m mostly trying to simplify my code. I technically have a solution to this but it’s so damn tedious.

I don’t see why you can’t

you may need an extra variable for this:

*temp old_hp

this variable will stores MC’s HP before healing process happens
then you compare with MC’s HP after the healing process

*if old_hp != mc_hp
**some text
*else
**some other text

No?

Let’s say “Health” was instead mc_hp saved in startup right

the mc_hp variable is already tracking the current hit point value and *set mc_hp +5 updates this value when the healing process is applied.

The code is already checking current value of mc_hp against the maximum health value of 100. If mc_hp is less than 100, the healing process is applied, and continues to the Blah, showing that the healing process was successful. Otherwise, if mc_hp is not less than 100, the healing process is not applied, and continues to the Blah, showing that healing was like not necessary or something /going on with the story(as it was not needed)

That’s what I’m looking to do. Specifically if the health changes rather than just if the MC is wounded or not.

*stat_chart
     *if (ArmorWorn = Leathers)
       percent Leather
     *if (ArmorWorn = Metal)
       percent Metal
     *if (ArmorWorn = Composite)
       percent Composite
     percent Health
     percent Sanity

I’m trying to hide (stats screen) percentages, based on which armor is being worn since a character cannot wear three different armors at the same time (I know technically, yes they can, but c’mon…)

choicescript_stats line 37: invalid line; this line should start with ‘percent’, ‘text’, or ‘opposed_pair’
Press any key to continue . . .

But this is the error that it has given me.

Would I need to make three different charts instead, one for each armor? Plz halp

Basically, yeah

*if (ArmorWorn = “Leathers”)
*stat_chart
percent Leather
percent Health
percent Sanity
*if (ArmorWorn = “Metal”)
*stat_chart
percent Metal
percent Health
percent Sanity
*if (ArmorWorn = “Composite”)
*stat_chart
percent Composite
percent Health
percent Sanity

Hope that helps!

Also if you have any other questions feel free to @ me

Oh yes that would work too

Thamk

sorry, but what does these three variables do (Leather, Metal, Composite) ?
you want to show defense value of each armor type in percent?

I think you only need two variables for whatever armor you wish to wear:

*temp armor_name “Dragon Scale Armor”
*temp armor_value 50

then according to the guide below, you can display its value and name in percent like this:
image

then when your armor changes or you wanna unequip it, you only have to change those two variables:

*set armor_name “Nothing”
*set armor_value 0

less IFs needed and no need to hide anything

Actually, you can have more than one state chart, so you can split the part that changes.

*if (ArmorWorn = “Leathers”)
   *stat_chart
      percent Leather
*if (ArmorWorn = “Metal”)
   *stat_chart
      percent Metal
*if (ArmorWorn = “Composite”)
   *stat_chart
      percent Composite

*stat_chart
   percent Health
   percent Sanity

But, personally, I’d do something like:

*stat_chart
   percent {ArmorWorn}
   percent Health
   percent Sanity

@RascaldeesV2

Also, if I understood correctly, you want to do something every time the player heals, right? But you control when they heal, so I’m not sure what the problem is.

oh sorry didn’t read this part, before-after health is not important, okay cool

then you need boolean for healing, *temp is_heal false
then when healing process happens, *set is_heal true
then check
IF is_heal = true
** heal text
ELSE
** other text

no need to check MC’s HP at all, got it