How to make thingS happen after a taken action?
sasha2cool
01 Jan 2018, 02:25OK let's say in your game your about to fry a burger.
The stove is on preheating, (switched on) and as you put the burger on a pan that is on it, the burger starts cooking.
Uh sorry if it didn't sound right...
hegemonkhan
01 Jan 2018, 09:12You're the one on the mobile device right?
You're probably going to have to do everything through scripting: run as script -> add new script -> 'WHATEVER' Script option
the two super scripts, which let's you do 90% of everything in your game (especially when used together) are:
- Attributes usage (creation/setting, re-setting/changing/altering/manipulating, and usage):
run as script -> add new script -> 'variables' section/category -> 'set a variable or attribute' Script -> (see below)
set variable NAME_OF_OBJECT.NAME_OF_ATTRIBUTE = [EXPRESSION] VALUE_OR_EXPRESSION
You can use whatever specific '[XXX]' Script option as well (instead of the '[EXPRESSION]'), I just don't know them myself.
for some examples:
set variable game.state = [EXPRESSION] 0
set variable orc.dead = [EXPRESSION] false // the 'orc' is (MUST BE) an actual existing Object in your game
set variable player.strength = [EXPRESSION] 100
set variable player.alias = [EXPRESSION] "HK"
set variable player.weapon = [EXPRESSION] katana // the 'katana' is (MUST BE) an actual existing Object in your game
set variable katana.damage = [EXPRESSION] 50 // the 'katana' is (MUST BE) an actual existing Object in your game
set variable player.damage = [EXPRESSION] player.weapon.damage + player.weapon.damage * player.strength / 100
- the 'if' Script:
run as script -> add new script -> 'scripts' section/category -> 'if' Script -> (see below)
if [EXPRESSION] NAME_OF_OBJECT.NAME_OF_ATTRIBUTE = VALUE_OR_EXPRESSION
// or:
if [EXPRESSION] NAME_OF_OBJECT.NAME_OF_BOOLEAN_ATTRIBUTE // if (TRUE)
and the negations/complements ('not') (opposite: not equals to):
if [EXPRESSION] not NAME_OF_OBJECT.NAME_OF_ATTRIBUTE = VALUE_OR_EXPRESSION
// or:
if [EXPRESSION] NAME_OF_OBJECT.NAME_OF_ATTRIBUTE <> VALUE_OR_EXPRESSION
// or:
if [EXPRESSION] not NAME_OF_OBJECT.NAME_OF_BOOLEAN_ATTRIBUTE // if (FALSE)
-> then, -> (set it up)
and optionally:
add else if (as many as you want / repeat as needed) -> (set it up)
-> then, -> (set it up)
and optionally:
add else -> (set it up)
you can do whatever specific '[XXX]' too, instead of using the 'EXPRESSION]', but I just don't know them myself.
for some examples in code (it's slightly different format/syntax/style then using the GUI/Editor's 'run as script -> add new script' Script options), but hopefully it'll still make sense):
if (player.alias = "HK") {
msg ("You're so awesome!")
} else {
msg ("Oh, nice to meet you.")
}
if (orc.dead) {
msg ("The orc is dead")
} else {
msg ("The orc is alive")
}
if (test.score > 89) {
test.grade = "A"
} else if (test.score > 79) {
test.grade = "B"
} else if (test.score > 69) {
test.grade = "C"
} else if (test.score > 59) {
test.grade = "D"
} else {
test.grade = "F"
}
see here for a more detailed guide on this stuff:
http://textadventures.co.uk/forum/samples/topic/5559/attributes-and-if-script-guide-by-hk
ask if you need help with anything
XanMag
02 Jan 2018, 19:20If the above post helped, let us know. If not, let us know. =)