How can i use "if" statement in the text processor?
lolidk123
10 Nov 2020, 16:35alright so i wanted to know how can i use an "if" command in a game book...
i want to do a command that starts with "random"... for example {random: they said hi, they didn't respond}
then i wanted to do an "if" command to make an outcome for each random text but i didn't know how...
mrangel
10 Nov 2020, 17:19You have two options in the text processor: {either
and {if
.
The structure is:
{if attribute=value:Some text that appears if the condition is true.}
In this case, the attribute is can either be an attribute with a dot (such as player.health
or page7.visited
), or an attribute of the game object (such as Gamebook mode's flags and counters). The value is assumed to be a literal string, and the attribute is converted to a string before comparison. This means that you can't compare two attributes to each other.
You can use =
, <=
, >=
, <>
, >
, or <
. You can also put not
in front of the variable name.
The other option:
{either condition:Text to show if it's true.:Text to show if its false.}
In this case, condition can be anything you could use as the condition in a normal if
statement. It can be something like player.alias = "Bob"
, or player.strength > player.intelligence
, or even ListContains (player.achievements, "BAMF")
. You can use Quest functions in it, and do whatever you want, as long as your condition returns true
or false
.
lolidk123
10 Nov 2020, 18:13O_O oh wow a bit hard to understand but thanks