just when copying, cutting, and~or pasting, that you click on (use) the bloody correct edit box, lol. Maybe I'm just old and my eyes are bad, but I'm always clicking on the wrong layer of the editing boxes, laughs. Also, if you got a "nested" (indented, a long chain of code in a single script block), you got to cut or copy from the most "inside", "deepest", or "indented" of the script block first, as sometimes (or all the time), it won't capture the nested script, if you go to cut or copy the outermost script, and try to paste it. Or whatever actually, just becareful as sometimes you don't get all the code~script you want when you paste. I can't explain how it works exactly, as I have trouble with it myself, lol. As the last thing you want to do is to lose all that script code that you done through the GUI, lol.
"nesting" = "indentation" = "inside" = "deepness" = my use of: ->
also the coding of:
{ = beginning of the nested script
} = ending of the nested script
red_script (a single script block code) {
-> blue_script (nested inside of red_script) {
->-> purple_code (nested inside of blue_script)
-> }
-> yellow_script (nested inside of red_script) {
->-> orange_script (nested inside of yellow_script) {
->->-> white_script (nested inside of orange_script)
->-> }
-> }
}
one_script (another, a different, single script block code) {
-> two_script (nested inside of one_script) {
->-> three_script (nested inside of two_script)
-> }
-> four_script (nested inside of one_script) {
->-> five_script (nested inside of four_script) {
->->-> ten_script (nested inside of five_script)
->-> }
->-> eleven_script (nested inside of four_script)
-> }
-> twelve_script (nested inside of one_script)
}
<function name="character_creation_function">
msg ("What is your name?")
get input { // this will get (return) what you type in as "result", so for example: I type in HK, and "result" will be (equal to) HK
game.pov.alias = result // game.pov.alias = HK (it's algebraic substitution, the game engine substitutes in "HK" for "result")
msg ("-" + game.pov.alias) // I do this just to look the same as what is done~shown below by this code, so it looks like: - HK, and so you can see what you typed in, if you messed up your name or not, though you'd still have to start game over, lol
show menu ("What is your race?", split ("human;dwarf;elf;orc",";"), false) { // this does 4 things, the first is a message, the second is a list of choices, the third is whether you want to be able to cancel your choice, and the fourth is that it sets your choosen choice to result: your choice (human or dwarf or elf or orc) = result
game.pov.race = result // game.pov.race = your_choosen_choice
show menu ("What is your class?", split ("warrior;cleric;mage;thief",";"), false) {
game.pov.class = result
msg (game.pov.alias + " is a " + game.pov.race + " " + game.pov.class +".")
wait {
ClearScreen
}
}
}
}
</function>
<game name=testing character creation>
<gameid>fhlfnsn8383</gameid>
<version>1.0</version>
<etc etc etc>etc etc etc</etc etc etc>
<start type="script"> // this runs at the beginning of the game, think of it as like your main menu, intro, and start for your game.
character_creation_function
</start>
</game>